top of page

Geva Latton

Currently being used in Coc

Conflict of Celaria

Humble Beginnings

     When you grow up with next to nothing, they say it humbles you, that it has a way of making you a genuinely good person. But in some cases it also can turn a soul dark, entitled even, when actually possessing things in which they never have before. It can in cases make a man's soul black, turn a once good man into a man that looks only for the things in which he desires. Power, treasure, knowledge. All things in which poverty can strip a person. Victoria was born to those same humble beginnings, in an age where your birth set forth your fate through title. Her’s being merely a slave. A trampling ground for the rich and powerful. 

     Now there were slaves, who fate smiled upon, and were held captive in homes where they were valued. No matter how deep and secret their value went. If that meant they were a Master’s side bumpkin or merely looked to as if they were a mother to children a wife refused to nurture. Victoria however was not so lucky. There were many things in which the rich and powerful hold to secrets and some of those secrets were shared with others, in groups and societies, clubs, and cults. They really all were the same when the scales tipped toward the lack of moral. Most common brothels would fare to treat their whores better than a lot of the men that society esteemed as great men. Kings, Knights, Dukes and Lords, all in which carried an assortment of men who seemed to forget the value of life. 

    When life had her down begging for an end she was Victoria. No last name, no honourable title before such a graceful name. It was as if the mother in which was taken from her had only named her so in taunt of a life she would never have. But like many slaves before her she would be tossed from Master to Master till one would fancy her so that she would become a prized possession and not a nuisance, this mainly happening as she had hit an age where her body would prove to be more pleasing to males desires. 

     But again a life of nobility was not her fate, nor was a life of ease, for when she finally settled down upon a Master in which would not allow her to leave his side, he would be one that was cruel, abusive, and lacked honour and moral. She being but a toy in a manner of speak. Something in which he could toss about as if there was no soul beneath the fair flesh of her frame. As if pain was but pleasure to him as he laid marks upon such beauty, he dared not touch the face in which he prized, he only took to marking her in ways that would bring her own self image shame, but proud he would stand in seeing the marks he would lay upon her. 

     Floggings and whips, were but for the faint of heart. The man was skilled in many avenues. Politically he held the title of Duke, Duke Patrick Timothy Walsh III served in the court as a man of justice, a man of honour and integrity. But within the safe haven of the club in which he participated, he was a man of malice, a sadistic being, a man that gave pain, and degraded without second thought. He did not aim only to wound the flesh, he aimed to destroy. To conquer a creature in which he felt was weak and meaningless. 

     When he himself felt no desire to maim the poor girl he would take coin and borrow her out. Sometimes she felt that the gods had come to smile down upon her when she was borrowed to a weak man and he would but want a session in which would only bring her to lay about and listen to his ramblings. Ramblings of course in which brought to light that he had a naggy wife and ungrateful children, this of course played into the ideal that he was but a miserably pathetic being who knew not how to control himself let alone his own family. But thoughts laid bare to no words as she would simply listen. Time and time again that same man came to call, and at times he was denied and in others his coin accepted. 

An Escape to Last a Lifetime

      A tale of woe and fate, having faith in things to be set free, to be unshackled from the darkenss in which a journey hath had to take. 


     It drew close to morning, but the moon still held the sky. Smoke took to ceilings giving off a dark gray atmosphere that would soak into paintings and stone, drapes and valances, all was soon to be engulfed. It was not the smoke, nor the fire that woke Victoria, it was but another slave that went by the name of Elizabeth. A girl in which she had counted on many times before, to wash and clean wounds or just sit and talk just the two, her being one in which she found she could call a friend. 

     Elizabeth quickly woke Victoria, and the two would rush to the door, Victoria stopping Elizabeth turned around and looked to her. They had one chance, and this was it, through all the chaos they had but one chance. “Elizabeth….we can do it….we can escape…” Her hands reached out to take up Elizabeth’s in a desperate attempt to persuade her friend to follow suit. Elizabeth was more so a quiet woman, petite in size and even once getting to know another she would remain nearly silent, so when answering her friend she would nod her head quickly, allowing Victoria to quickly usher them to a back exit. It was then that her movements stopped, it was then that she would find loss yet again. 

     “What do you think you two are doing?” The Duke spoke boisterously as he looked down to the two girls in which had found their escape unsuccessful. His hands quickly lashed out and grabbed the two girl by the throat, his applied pressure would bring their colour to change, each face turning a ruby red tint as the veins at their foreheads would become more prominent. Victoria gripped the massive wrist in which held the digits to her assailant to trip and pry his hand away. Her small in comparison hand balling up to beat upon the arm that held her throat so tightly. 

     It was Elizabeth who would be successful in releasing them. Her foot having found a direct path between the large Dukes legs and planted a bare foot against soften bulge and sagging sac. The man shouted out in pain as he dropped both girls. Victoria coughed alongside Elizabeth as they took claim to breathing once more. Victoria reached out mid cough however to take hold of Elizabeth’s hand once more, pulling her to her feet, maneuvering around the man they knew as their Master as the past the threshold of the door and upon earth just outside. But as feet made to quicken padding it was soon Elizabeth would drop to knees, her hand still clutching Victoria’s tightly, so tightly now as Victoria stumbled and turned to look to her friend that had tripped, or so it seemed. Victoria moved to aid her friend as she knelt down beside her to help bringing her friend back to her feet.

                                            Fate hath scorned, death took what once loved, thrown into a new path, left with fear and hate.
New Beginnings

     Victoria found that her and Elizabeth would come to a resting point now upon a brightly lit stone ground, in the middle of a city in which she did not recognize, the afternoon sun beat down upon her and Elizabeth with no remorse. It was quite the change as Victoria’s eyes tried to adjust to the new visuals, but it was Elizabeth who did not move, it wasn’t unlike her not to speak, but the lack of movement is something in which caused Victoria concern. “Elizabeth.” She looked down at her friend and let her thin fingers come to grip the woman’s arms to try and pull her to a sitting position. It was then that a cold and dark realization came to fruition. 

     The feel of such a thing does not leave one’s mind, the smell lingers after you in phantom thought. Victoria saw it then, the blood at first was curious in ways as she could not find a wound, but when she moved Elizabeth’s still body she would see it. Through tearing eyes, a heart so sore, broken and shattering further. A small dagger, pierced through the olive tone of Elizabeth's flesh, her right side trailed with the crimson tone of her blood. Victoria took up trembling hands to try and aid her friend. “Oh...Elizabeth.” her voice shook as soon a crowd ensued around them.

     She would not say goodbye, there had to have been something she could do, pulling her friend into her lap as bent knees seated her thin frame, cradling her friends upper body and bringing her close to her, her warmth, sharing her warmth. Trying to call back to her friend to wake. Limp limbs, flushed in tone, and a heart beat in which carried a beat in which she could not detect. “Come on Elizabeth...we are finally free.” She spoke once more in whispered tones into the ear of her friend. Tears threatened her tightly closed eyes as she tried to keep from panicking. 

     “Mi’Lady.” A voice soon called out a man upon a horse, a guard, one in which kept the city streets safe came to her side. “Mi’ Lady what has happened here?” His hands came to touch both the shoulders of Elizabeth and Victoria, but found Victoria would push his hands away. “Don’t touch us.” she shouted out. The tears spilled forth in that moment as the sickening realization that she would start a new without her friend, she sat in pool of blood and looked to a guard in which would call forth that of some aid from some of the other city guards. She was but a child again, gripping to the only thing she knew and cared for, the body of a friend. Still warm to touch, but a soul it bore none. Guards taking that of a kicking, screaming woman, whose legs dripped with her companions blood away from such a scene. Taking her to the jailhouse and keeping her from her dead friend, one in which she was not ready to part with. 

     Spending days in a cell that would only bring you food and guard in which would continue to bombard you with questions that sometimes you did not even have an answer to. Other than telling your story over and over and over again, whilst mourning the loss of a friend in which you cared so deeply for. It all seemed for nothing now. As if it were not worth it, only expecting to be returned to a Master in which she knew would either end her existence. 

     But she found he never came for her, and she stayed still in a cell while now she was to be judged, was she the one in which took her friend's life, or was there another. A death took place and in such a public place, a woman who spoke in a tone that many would find psychotic when telling of “It was night one moment, and then it was day.” Did make for a hardy suspect, but it was a noble in which would find her innocent, and a man with royal blood in which would show her mercy. 

     All things that were subject to such a high punishable crime were subject to the King's advisory and judgment. She knew not why he favored her so, maybe he purely took pity upon her but it was she he found care in the way a father would a daughter, and with such things he would bring her under his wing, teaching her, guiding her, and caring for her. As if she were but a daughter he had longed to have but fate gave him none. 

     She was given a new beginning and with it she would choose a new name Geva Latton. A name that held no specific meaning to her but soon would be something she was rather used to hearing as if it was truly the name in which she bore from birth. Geva was showed kindness like she had never seen it before, wore garments in which she had seen so many wear but never thought she would live a day where she herself would wear. She smelled of fine oils and studied in books about lands in which did not exist from where she came. She read books on magic, and on politics, history, and geography, all of it in which she could not get enough. Until having to break herself away from the studies in which she pursued to aid an ill King, a King in which she found a fatherly love, and a home.

     She was by this time getting used to loss but it did not mean it did not hurt as much. It hurt deeply, and through a mourning state and a nation now ran by Lord Derek the late King Istoll’s son, she would find she would also be requested to aid in running a nation in which had come to accept her. Feeling a passion for purpose Geva accepted and found a new beginning would bring forth but a life in which she once could have never imagined for herself.

 

 

* Story related inserts *

 

     Within her mind there are so many thoughts, feelings turned to thoughts, thoughts turned into feelings. Distant past memories and present collected moments. All captured in her mind in which she would only collect on in silent moments, moments in which she could steal away for. But it is those moments when the sun has moved to sleep and that night has bedded its dark blanket upon the earth. Those moments when eyes are beckoned to stay awake and the thoughts in which were swept away to be forgotten and not let be bothersome. But it was those moments in the dark that a restless mind often plays. Plays upon thoughts of loves gained, loves lost and the control of a future in which one knows not.

 

    In those moments one feels dread, feels hopeless and lost, fear, sorrow, a crumbling of thy soul. In these weak moments of vulnerability a woman is characterized. In these moments, these beautiful moments a woman becomes more. She becomes strength, and wisdom, she becomes courageous, she becomes a woman in which finds herself. Finds who she is and who she is meant to be.

 

     It is the break of dawn and like the fear of the night it bids to rest, tear stains washed away with the warmth of a new day. Hearts break, mended with the sheets in which she laid. Pulling forth from the captivity of a mind unrest to find new strength upon solidity of cold stones in which fair feet would once be forlorn to touch upon. It is the sun that rises with its warmth and with it it carries love and courage. A warm embrace from a man loved well, loves well. A moment of vulnerability shared and she is carried, upon stone, upon stronger ground.

 

     Pushing on she balances herself, she fights for what she feels is just and right. Knowledge, wisdom, strength and courage won in those nights in which she became so weak. For she rises with the days before her and a mind to set right what once was so lost and wrong. Passion builds within her and passion would pull her from those dark nights in which she every now and then she returns to.

 

     A recreating of her mind in constant need, a woman in which will love, a woman who will look to the days to come and embrace them with a hearty laugh, a building of a strength in which shows gentleness. Extending her arms to those in need, keeping her hands out for those who only bare to need guidance. She will be wise in the decisions she makes. The ones she surrounds herself with will only build her, strengthen her and she knowing this will care for and nurture these. She will allow these to come into those dark spaces of mind and rupture that of the folly in which she holds. For her strength is not hers alone.

 

     Her ways are built in those around her, a strong hand to help guide her when she sees no path. A man whose passion for her is crimson with the blood he would shed for her. He carries her when she can no longer walk her own, knows when to step away when she is in need of her own mind. Yet it is he in which she also lays her ebony thoughts to, and within her mind she does not play to placating the thoughts of him being wrong for her.


    Within her mind, she may be weak, she may be a coward, but within her mind, she holds truth, she hold a regal hand, in which she would bring forth the brave attempts to stand strong when she feels as if she would near crumble. Within her mind there are so many things that will build her into a woman in which she strives to be. With every night she is forced forward, thrust into an abyss of who she will become. But the sun has not risen and a woman is still in the making, forever within her mind.

     A book in which Geva received as an award when going through some temple. Where she had been previously tortured with memories lost and a world now unknown to her. The book itself is full of information. Beyond taking in all the spells Geva places into the book, making it her Grimoire of sorts, it also is a fountain of information on the new world around her. The likely hood that this was a perfect bondage of the two would only be fated to those who were not cursed, however the seemingly lost and ill fated Geva and the cursed book would mean more would be placed upon this story. That being the book hath a rather wretched soul held within. A crotchety old hag of a mage. Her mouth as foul as the reason she was bound to the book. For story purposes only the book has taken on the name Bertha.

GEVA'S CRAFTED SPELLS

(WIP)

 

[ELECTRIC] Conductor: It is as it sounds, Geva becomes the conductor of a large wave of electricity she must be touching her intended target. Can be used in differnt lengths, such as, using only a limb of her body or her entire body. Strengths all depend on her intentions. Effects: Shocking. 

 

[ELECTRIC] Birds of Prey: If charged 2 Ap can use 12 single units. Small electrocal waves formed in the shape of small birds that hover between 3 and 5 ft, if touched they explode and will give out in a range of 3 feet around them. If not charged 6 bird mines can be conjured. Geva can also use these birds to target opponents instead of using them in a standstill manner. Also can be used as an AOE. If spell is not charged basic damage is applied, if charged may ineact the special effect if chosen. Effects: Dizzied.

 

[ELECTRIC] Lightning Barrier: Must have 2 AP to use it, for group use she must have 4 Ap build up, single use is 2. Shield will cover full frame of one person or group, including above and below, think dome. If the barrier is attacked or struck it strikes back with a single strike of lightning. 25% of damage received on whoever has the barrier is returned to the attacker, barrier has HP soak of base with 2 Ap of 80, if invested # AP 160 and if 4 AP would bring it to 320, and so on. Effects: Staggard.  

 

[ELECTRIC] Chained: The spell allows Geva to form a chain of electricity that is used for holding an opponent in place. Basic 1 AP will get a hold for one turn, 2 AP allows for her to send a current into the opponent which can either Shock or Dizzy the opponent. 3 AP allows her to hold the opponent in place for 3 turns and dispell currents with the above affects one at a time. 

 

[ELECTRIC] Lightning Bolt: Basic player damage, they get struck by lightning. No Effects

 

[ELECTRIC] Electric Orb: Can be used as single player use or AOE. No Effects

 

 

SPELLS LEARNED

 

LEVEL ONE SPELLS:

  

[AETHER, WILL] Bane: Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. You can target an additional character with this spell at levels 6, 11, 16. Spell duration = 1+HalfInt. 

 

[AETHER] Alarm: You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. Choose a door, a window, or an area within a range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

 

[LIGHT] Bless: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. You can target an additional creature at levels 6, 11, 16. Spell duration = 2+Half Int.

 

[AETHER, WILL] Charm Person: You attempt to charm a humanoid you can see within range. It must make a WILL [1d20+Int+Will vs your 1d20+Int+Will] saving throw, and does so with advantage if you or your companions are fighting it (+5). If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At levels 6, 11, 16 you may target one extra creature. The creatures must be within 30 feet of each other when you target them.

 

[AETHER] Color Spray: A dazzling array of flashing, colored light springs from your hand. Roll 3d10; roll 1d(Result)+HalfPow. Creatures in a 15-foot cone originating from you are affected. (ignoring unconscious creatures and creatures that can’t see). Cone begins with lowest level target and removes from final roll+powmod result until hitting zero. This is not a damage roll, but decider of how many people are blinded. Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends [Treat at -5 Dex for one full turn]. Subtract each creature’s level from the total before moving on to the creature with the next lowest level. A creature’s level must be equal to or less than the remaining total for that creature to be affected. At level 11, roll an additional 1d10; at level 21 another 1d10 [total 5d10]

 

[AETHER, WILL] Command: You speak a one-word command to a creature you can see within range. The target must succeed on a Will [1d20+Int+Will] saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At level 6, 11, 16, 21, 26, 31 you may affect one additional creature.

 

[Fitenao Element; actually AETHER, WILL] Compelled Duel: You attempt to compel a creature into a duel. One creature that you can see within range must make a Intelligence+Will saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you (-5), and must make a Int+Will saving throw each time it attempts to move into a space that is more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

 

[AETHER] Comprehend Languages: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

 

[LIGHT, HEALING] Cure Wounds: A creature you touch regains a number of hit points equal to 1d10 + your Power. This spell has no effect on undead or constructs. You increase the die step of this healing by 10 every 5 levels. (D20 at level 6, D30 at level 11, D40 at level 16, D50 at level 21, D60 at level 26, etc...)

 

[AETHER, DIVINATION] Detect Magic: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect where an object in the area is magic in nature. [Magic Eyes, True Sight also hold this property]

 

[AETHER] Disguise Self: You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Int+Aware check vs your Int+Aether+Perform/Thievery.

 

[AETHER, PSIONIC, AUDITORY] Dissonant Whispers: You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you or continue to take doubling damage. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. The damage increases by 1d6 at levels 6, 11, 16. Pow bonus does not apply.

 

[LIGHT] Heroism: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier (Int+Spellcraft) at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. Can target one extra person at levels 6, 11, 16.

 

[LIGHT] Mage Armor: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 10+dex. The spell ends if the target dons armor or if you dismiss the spell as an action. 1+1d4 turns.

 

[AETHER] Magic Missile: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. This becomes 1+1d8 at level 6, 2d8 at level 11, 2d8+Pow or Half Pow (single or multiple) at level 16. At level 21, the damage becomes 3d8+Pow/Half with double-Int accuracy.

 

[LIGHT] Sanctuary: Caster places a barrier around target creature. Any other creature attempting to damage the protected creature must pass a Will save vs Spell-caster's Pow+Int. If they fail they cannot target the protected creature until the spell ends. Lasts (1d4) turns.

 

[LIGHT] Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, and you take no damage from magic missile.

 

[LIGHT] Shield of Faith: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

 

[AETHER, ILLUSION] Silent Image: You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence check (Int+Aware) against your spell. If a creature discerns the illusion for what it is, the creature can see through the image. Magic Eyes will automatically bypass, True Sight will automatically bypass.

 

[LIGHT] Sleep: This spell sends creatures into a magical slumber. Roll 4d10+POW; the total is how many levels of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their levels (ignoring unconscious creatures). Starting with the creature that has the lowest level, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s level from the total before moving on to the creature with the next lowest hit points. A creature’s level must be equal to or less than the remaining total for that creature to be affected. This spell gains an additional 1d10 at levels 6, 11, 16. Can be dispelled. Otherwise, lasts 1+1d(Int) turns.

 

[ELECTRIC, AUDITORY] Thunderous Smite: The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and staggered. The bonus and thunder is only on first hit. Stagger effect lasts equal to 1+1d(HalfInt) turns. At level 6, 11, 16 this spell gains an extra d6. At level 21, gain 25% dizzy chance.

 

[ELECTRIC, AUDITORY] Thunderwave: A wave of thunderous force sweeps out from you. 2d8 thunder damage and is pushed 10 feet away from you. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. Damage increases 1d8 at level 6, 11, 16.

 

[AETHER PSIONIC] Wrathful Smite: The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make an Int saving throw or be frightened of you until the spell ends. As an action, the creature can make a Int check against your spell to resolve its Will and end the spell. Fear effect lasts equal to 1+1d(HalfInt) turns. At level 6, 11, 16 this spell gains an extra d6. At level 21, gain 25% dizzy chance.

 

LEVEL 2 SPELLS: 

 

[LIGHT] Aid: Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Gain 5 con points of temporary HP for duration of 1+1d(Int) turns.

 

[AETHER, POLYMORPH] Alter Self: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

 

[AETHER] Arcane Lock: You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the check to break it or pick any locks on it increases by 10+ your aether Spellcraft.

 

[LIGHT] Blur: Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you (-5). An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. Duration 1+1dInt.

 

[AETHER] Branding Smite: The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. Extra 1d6 at levels 6, 11, 16.

 

[LIGHT] Calm Emotions: You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

 

[AETHER, PSIONIC] Detect Thoughts: For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Will saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

 

[Light] Enhance Ability: You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends. Advantage = +5
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Power checks.
Can target one additional creature at levels 6, 11, 16. Duration of bonus is 1d(Int).

 

[AETHER, CONTROL] Enthrall: You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make an Int/Will saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Awareness checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

 

[WIND] Gust of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line can only apply half STR and Dex bonus while you maintain Gust of Wind at 1 AP. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

 

[AETHER, PSIONIC] Hold Person: Choose a humanoid that you can see within range. The target must succeed on a Int/Will saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another WInt/Will saving throw. On a success, the spell ends on the target. Otherwise costs 1 AP to maintain. At level 11, 21 you can use this against one more target.

 

[AETHER] Knock: Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

 

[AETHER] Invisibility: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. Magic Eyes and True Sight will betray this. Duration (Int). At level 6, 11, 16, may cast on one more target.

 

[LIGHT] Lesser Restoration: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

 

[WIND or PSIONIC] Levitate: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 200+Pow pounds. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft. Weight load can double per invested Action Point on the turn, and doubles naturally at levels 6, 11, 16, 21. Thus, a level 21 mage with 10 Pow investing 4 AP works at Level: 300>600>1200>2400>4800 per level/pow and 4 PP: 4800>9600>19200>38400. Yeah. Holy crap.

 

[AETHER, DIVINATION] Locate Object: Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close-—within 30 feet-—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

 

[AETHER] Magic Mouth: You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see that isn’t being worn or carried by another creature, then speak the message, which must be 25 words or less, though it can be delivered over as long as ten minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue) the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet.

 

[AETHER] Magic Weapon: You touch a nonmagical weapon. Until the spell ends, that weapon gains (Half Int) accuracy bonus and (Half Pow) damage bonus to strikes. Duration = 1+1d(HalfInt). At level 11, duration becomes 1+1d(Int). At level 21, bonus to damage becomes Full Pow.

 

[AETHER, ILLUSION] Mirror Image: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. True Sight and Magic sight will betray Mirror Image. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

 

[AETHER, LIGHT] Moonbeam: A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain. It takes 2d10+HalfPow radiant damage.
A shapechanger race is treated at AC disadvantage -5. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spells light. On each of your turns after you cast this spell use can use an action to move the beam 60 feet in any direction.
Damage increases 1d10 at levels 11, 21.

 

[AETHER, ILLUSION] Phantasmal Force: You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Awareness check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall–it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 2dHalfPow psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

 

[LIGHT] Protection from Poison: You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

 

[AETHER, DIVINATION] See Invisibility: For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

 

[AETHER, AUDITORY] Silence: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.

 

[AETHER, CONTROL] Suggestion: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make an Int+Awareness saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

 

[AETHER] Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage at 25%. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. Duration is 1+(Int).

 

[AETHER] Zone of Truth: You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. you know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

 

LEVEL 3 

 

[LIGHT] Aura of Vitality: Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6+HalfPow hit points per turn. 1 AP to maintain. At level 6 this can be 2 creatures, 11 3 creatures, 16 4 creatures, 21 5 creatures.

 

[AETHER] Blinding Smite: The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the attack deals an extra 2d(HalfPow) radiant damage to the target. 25% chance blinded (-5 dex) for 1d3 turns.

 

[AETHER] Blink: Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

 

[ELECTRIC] Call Lightning: A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Within 5 feet creature takes 1d(HalfPow) lightning damage. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases to FullPow. At levels 6, 11, 16 increase by One Dice.

bottom of page