Koryo Hall of Adventures Spells

KHA Spells Continued

Heighten Emotion (3rd, C), Unleash (4th), Promare (5th)


Heighten Emotion

3rd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 1 minute (concentration)

You attempt to enflame 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 make creatures more susceptible to effects that cause a target to be charmed or frightened. A target has disadvantage on any saving throw that would cause it to become charmed or frightened, or against any effect that a creature with immunity to the Charmed or Frightened condition would be immune to.
Alternatively, you can make a target hostile about creatures of your choice that it is indifferent or friendly towards. This hostility ends if the target is protected from an attack or harm or if it witnesses any of its friends being protected. When the spell ends, the creature becomes indifferent or friendly again, unless the DM rules otherwise.


Unleash

4th level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a broken chain)
Duration: Instantaneous

You target a creature within range and unleash its power and emotion. It must make a Charisma saving throw. A creature can choose to fail this saving throw if it wishes. An unconscious creature automatically fails its saving throw, and if the unconscious creature has 0 hit points, it gains 1 hit point and stands up. On a failure, the creature gains the following effects:

  • It gains 10 temporary hit points.
  • It gains an Action that it must use immediately, even if it is not its turn.
  • If the target can see any creatures hostile to it, it must use this action to attack the closest hostile creature, and can move up to its speed directly towards the hostile creature in order to do so.
  • Until the end of its next turn, it deals an extra 1d8 fire damage on all of its melee weapon attacks.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points gained increases by 10 for each level above 4th.


Promare

5th level evocation
Casting Time: 1 action
Range: Touch
Components: S, M (a miniature replica of a matoi, and a diamond worth at least 300 gp, which the spell consumes)
Duration: Instantaneous

You give or take the flame of life that exists within all living creatures. Make a melee spell attack against a creature within range. An unconscious, paralyzed, stunned, or deceased creature is automatically hit. On a hit, you can expend any number of your own hit dice, restoring the creature’s hit points as if you had expended the hit dice to heal yourself at the end of a short rest, or you can expend any number of the target’s hit dice, restoring your own hit points as if it had expended the hit dice to heal itself at the end of a short rest.
If, when you expend hit dice to heal the target, the target has been deceased for no longer than 1 hour, then they return to life before regaining hit points. Otherwise this spell does nothing.
A creature who has regained hit points in this way become enveloped in a corona of blue flame for 1 minute. It sheds bright blue light in a 20-foot-radius and dim blue light 20 feet beyond that, and gains resistance to all damage for the duration.


Last sentence on page should say “and gains”, not “as well as”

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