Description
For the duration of the spell, gain shield granting 45 temporary HP. When the shield breaks, it explodes. Each creature within range must take a Constitution saving throw. On a failed save, the creature takes 2d8 force damage and is knocked back 10 feet. On a successful save, the creature takes half as much damage and is not knocked back.
You conjure a blast of fire from your hand. A creature in range must take a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save and half as much on a successful one.
You unleash a powerful blast of telekinetic energy from your hand. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d8 force damage, is pushed up to 15 feet away, and is knocked prone. If it collides with a solid object or another creature, both take 1d8 bludgeoning damage. On a successful save, the creature takes half damage and is not pushed or knocked prone.
You unleash a powerful blast of telekinetic energy on the ground beneath you. Each creature in a 15-foot radius must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage, is pushed up to 15 feet away, and is knocked prone. If it collides with a solid object or another creature, both take 1d8 bludgeoning damage. On a successful save, the creature takes half damage and is not pushed or knocked prone.
You weave a beguiling enchantment on a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it is charmed by you for the duration, regarding you as a friendly acquaintance and compelled to obey your verbal commands to the best of its ability, though it won’t perform obviously self-harmful acts. Each time you issue a command that goes against its nature, it can make another Wisdom saving throw, ending the effect on a success. If you or your allies harm the target, the charm ends. When the effect ends, whether naturally or prematurely, the target becomes disoriented, suffering disadvantage on attack rolls and ability checks for 1 minute as it recovers.
You summon a circle of magical energy that binds and slows your foes. The ground within a 10-foot radius centered around you becomes difficult terrain for creatures other than you. Any creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or be restrained by the magical energy, becoming immobile. If a creature fails its saving throw by 5 or less, it also takes 2d6 psychic damage. While within the area, creatures have disadvantage on Constitution saving throws to maintain concentration on spells. Creatures that cannot be touched by non-magical attacks can be touched within this area.
A character can carry a maximum of 2 of each bombs. Materials : NaN
Grenade that projects silver shrapnel in a 10 ft radius from the point of impact, dealing 3d6 + 5 bludgeoning damage. Materials : 2x Salpetre, 2x Calcium Equun, 1x Argent, 1x Poussiere de Stammelford
If a creature within 10 ft of the point of impact fails a DC 17 save, it is blinded. Materials : 2x Salpetre, 2x Phosphore, 1x Dent de Brumelin, 1x Poussiere de Stammelford
A grenade that creates a highly flammable gas cloud in a 20 ft radius. A creature in the area must make a DEX save: on a failure, it takes 4d6 + 6 fire damage and is prone, on a success, it takes half as much damage and is not prone. Materials : 2x Salpetre, 1x Sel de Feu, 1x Poussiere de Stammelford
'A grenade containing silver fragments that temporarily prevents monsters from transforming and deals xdx damage. Materials : 2x Salpetre, 2x Souffre, 1x Solution de Vif-d''argent, 1x Poussiere de Stammelford'
A grenade containing dimeritium fragments that temporarily blocks magic and deals xdx damage. Materials : 2x Salpetre, 2x Optima Mater, 1x Poudre de dimerite, 1x Poussiere de Stammelford
Drinking a potion requires a CON save, affecting Intox (0-100). At 70+ Intox, the drinker gains 2 Exhaustion and loses 1d6 + 3 HP per turn, ignoring damage reduction. At 100, they die instantly. At the start of each turn, Intox decreases by 2d6. A character can carry a maximum of 3 of each potion. Materials: NaN.
When you hit a creature, you can immediately take another action or bonus action. Materials: 1x Alcool fort, 5x Pétal de myrtre blanc, 1x Organe de geant.
Decrease your HP to increase your AC. Materials: 1x Alcool fort, 5x Belladone, 1x Salive de monstre.
Gain 2d6 + 2 HP at the beginning of your turn. Materials: 1x Alcool fort, 5x Chélidoine, 1x Cerveau de necrophage.
Reduces the intox to 0 but has a chance to negate the effect of the other active potions. Materials: 1x Alcool fort, 5x Chèvrefeuille, 1x Cerveau de necrophage.
Turns blood into poison for whoever ingests it. Blood becomes deadly, dealing 1d10 + 2 to monsters that drink it. Materials: 1x Alcool fort, 5x Vitriocybe, 1x Sang de mort-vivant.
'Increases your damage by 1d12 + 4. Materials: 1x Alcool fort, 5x Cortinaire, 1x Embryon d''insectoide.'
'Reduces damage received by half. Materials: 1x Alcool fort, 1x Petal de myrte blanc, 1x mutagene d''insectoide.'
Each time you hit, gain 1d6 + 2 HP. Materials: 1x Alcool fort, 3x Petal de myrte blanc, 2x Mandragore, 1x Mutagene de Vampire.
'The next 2 spells don''t consume spell slots. Materials: 1x Alcool fort, 2x Cigue, 3x Pissenlit, 1x Mutagene d''élémentaire.'
Each successful attack adds 1d6 to your damage, up to 3 more dice. If you get hit, the counter resets. Materials: 1x Alcool fort, 2x Aconit, 3x Belladone, 1x Mutagene de maudit.