Caedra Allal Nisariel (
abyssalarcana) wrote2018-02-28 12:26 pm
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Entry tags:
Spell sheet + invocations
Hi. If you are currently playing in The Arneth Hub, first of all, I don't know how you even found this journal. But secondly, and more importantly, GO AWAY. This is not for you.
I've decided not to reproduce Caedra's full statblock here - without dice, most of those are just meaningless numbers anyway. But spells are good and fun for everyone, and invocations add some other magical quirks that might be worth knowing. For the purpose of utility in a non-DnD setting, her spell list has been modified slightly from her in-game abilities. Because even though I'm sure she'd love to just try to kill everyone, that's not a lot of fun to RP.
Cantrips: For DnD-oblivious, these are unlimited-use abilities.
Eldritch Blast - A long-range green-black bolt of deadly energy.
Minor Illusion - Hey look magic instagram!
Prestidigitation - Took a shower and need to dry your hair quickly? Need an air freshener to cover up the smell of those dead bodies in your closet? Done!
Green Flame Blade - The only thing cooler than a magic sword is a magic sword covered in green fire.
Spells: Caedra can cast four times before she has to take an hour's rest to recharge. Most of these pretty much do what they sound like they do, so I'll only describe the especially weird ones.
Alter Self
Counterspell
Dispel Magic
Dream - Enter someone else's dreams and have complete control over what happens in them, possibly including spooky messages and serious head pain.
Fire Shield
Fly
Hallow - Normally used by priests to keep fiends out of temples, but just as good the other way around.
Hallucinatory Terrain
Hex - A fun tool for making someone who's usually a genius into someone utterly incompetent, or all sorts of other ability reversals.
Hypnotic Pattern
Invisibility
Remove Curse
Scrying
Summon Greater Demon Currently non-functional in Hadriel
Teleport - Not normally one of her limited spells but I've placed it here for Hadriel as a bit of a nerf. This is a more limited form of teleportation than the proper Teleport spell, only a few hundred feet, but is an innate ability that does not require material components.
Arcana: Each of these can only be cast once per day.
Soul Cage - And you thought suffering ended at death. Do I have news for you!
Plane Shift - There's no place like home (girl you're stuck here sorry).
Maddening Darkness - A cloud so dark you need magical eyesight to see through it - and it makes spooky sounds that are literally NSFL/sanity.
Foresight - Think quicker, move faster, always 6 seconds ahead of you.
Invocations, boons, and other abilities:
Pact of the Blade - never be without a weapon.
Boon: Blade of Amamot - this is cool and crazy and mostly non-functional in DWRP. Normally it gives a lot of handy control over specific things in Amamot's domain, and gives her unlimited-distance telepathy to blood relatives, even across different planes of existence. It also lets Amamot see through her senses and have some limited control over her, as if she were a sort of familiar. The one element that could still maybe be useful is a super-strong smite that knocks things prone if they don't die outright, but she can only do this if she has a spell slot to burn.
Improved Pact Weapon - better, stronger, more useful
Lifedrinker - every rapier strike adds some bonus gross flesh decay on hit.
Devil's Sight - we don't need lights where we're going.
Kiss of Mephistopheles - we didn't need that spell slot, we needed a 5th level fireball.
Maddening + Relentless Hex - that tickling feeling on the back of your neck means you're in for a bad time, and you're not getting away.
Agonizing Blast - if you do try getting away, that eldritch blast carries some bonus force of personality behind it.
Witch Sight - I see you, shapechangers.
I've decided not to reproduce Caedra's full statblock here - without dice, most of those are just meaningless numbers anyway. But spells are good and fun for everyone, and invocations add some other magical quirks that might be worth knowing. For the purpose of utility in a non-DnD setting, her spell list has been modified slightly from her in-game abilities. Because even though I'm sure she'd love to just try to kill everyone, that's not a lot of fun to RP.
Cantrips: For DnD-oblivious, these are unlimited-use abilities.
Eldritch Blast - A long-range green-black bolt of deadly energy.
Minor Illusion - Hey look magic instagram!
Prestidigitation - Took a shower and need to dry your hair quickly? Need an air freshener to cover up the smell of those dead bodies in your closet? Done!
Green Flame Blade - The only thing cooler than a magic sword is a magic sword covered in green fire.
Spells: Caedra can cast four times before she has to take an hour's rest to recharge. Most of these pretty much do what they sound like they do, so I'll only describe the especially weird ones.
Alter Self
Counterspell
Dispel Magic
Dream - Enter someone else's dreams and have complete control over what happens in them, possibly including spooky messages and serious head pain.
Fire Shield
Fly
Hallow - Normally used by priests to keep fiends out of temples, but just as good the other way around.
Hallucinatory Terrain
Hex - A fun tool for making someone who's usually a genius into someone utterly incompetent, or all sorts of other ability reversals.
Hypnotic Pattern
Invisibility
Remove Curse
Scrying
Teleport - Not normally one of her limited spells but I've placed it here for Hadriel as a bit of a nerf. This is a more limited form of teleportation than the proper Teleport spell, only a few hundred feet, but is an innate ability that does not require material components.
Arcana: Each of these can only be cast once per day.
Soul Cage - And you thought suffering ended at death. Do I have news for you!
Plane Shift - There's no place like home (girl you're stuck here sorry).
Maddening Darkness - A cloud so dark you need magical eyesight to see through it - and it makes spooky sounds that are literally NSFL/sanity.
Foresight - Think quicker, move faster, always 6 seconds ahead of you.
Invocations, boons, and other abilities:
Pact of the Blade - never be without a weapon.
Boon: Blade of Amamot - this is cool and crazy and mostly non-functional in DWRP. Normally it gives a lot of handy control over specific things in Amamot's domain, and gives her unlimited-distance telepathy to blood relatives, even across different planes of existence. It also lets Amamot see through her senses and have some limited control over her, as if she were a sort of familiar. The one element that could still maybe be useful is a super-strong smite that knocks things prone if they don't die outright, but she can only do this if she has a spell slot to burn.
Improved Pact Weapon - better, stronger, more useful
Lifedrinker - every rapier strike adds some bonus gross flesh decay on hit.
Devil's Sight - we don't need lights where we're going.
Kiss of Mephistopheles - we didn't need that spell slot, we needed a 5th level fireball.
Maddening + Relentless Hex - that tickling feeling on the back of your neck means you're in for a bad time, and you're not getting away.
Agonizing Blast - if you do try getting away, that eldritch blast carries some bonus force of personality behind it.
Witch Sight - I see you, shapechangers.