spirit + teoatl = pirate priest

Mezo-American adventures in Maztica, the True World.
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cptmorgan
Orc
Posts: 36
Joined: Thu Oct 03, 2019 1:01 am
Gender: male

spirit + teoatl = pirate priest

Post by cptmorgan »

https://imgur.com/Vz6ppfs

DIVINE WATER
Cantrip transmutation [teoatl]
Casting Time: 1 action
Range: 5ft.
Components: V, S, M (fresh seawater from a tide pool teaming with life)
Duration: Instantaneous

Silvery water sprinkles from your finger tips. The water stabilizes any creature. It can also mend light tears in fabric, armor, or other material, and leaves a minty freshness behind.

HEALING RAINS
2nd-level transmutation [teoatl]
Casting Time: 1 action
Range: 30ft.
Components: V, S, M (
Duration: Instantaneous

You evoke life giving rains. A light drizzle washes over a 20ft. radius centered on a point within 30ft. All allies within the area are healed 1d6 hit points.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the healing increases by 1d6 for each slot level above 2nd.

SPIRIT PACT: GENEROSITY
1st-level evocation [spirit]
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (1 hit point per spirit level from host)
Duration: Until Released

The spirits of generosity are always wiling to make sacrifices for those with good intentions. You take a 1st level spirit into your body. While Generosity is bound, your healing spells restore an additional 1d6 hit points per creature they affect.
You may release Generosity as a bonus action and gift the spirit to an ally within 30ft. The ally gains temporary hit points equal to 5 times the spirit’s level. These temporary hit points last 10 minutes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spirit’s level increases by 1 for each slot level above 1st.

TOUCH OF THE SEA
1st-level transmutation [teaotl]
Casting Time: 1 action
Range: Touch
Components: V, S, M (a fish scale)
Duration: 1 hour

You press the fish scale into a wiling creature. It dissolves into their skin. Thin webs grow between the target’s fingers, and their feet elongate and widen into flippers. They gain a swimming speed equal to their walking speed, but have disadvantage on Dexterity saving throws and ability checks while on land.


SKELETON CREW
4th-level necromancy [teoatl]
Casting Time: 1 action
Range: 10ft.
Components: V, S, M (one or more humanoid corpses)
Duration: 24 hours

You wave your arms at a collection of up to 10 corpses, raising them as an undead crew under your command.
The undead you create are proficient in Navigator tools, Carpenter tools, and Vehicles (water). The undead can perform the duties of one crew member each, but has no other abilities. It cannot speak, attack, or defend itself. The only orders it obeys are ones pertaining to the operation of a ship.
On each of your turns, you can use a bonus action to mentally command any corpse(s) you made within 100ft.
The undead remain under your control for 24 hours, after which the spell power dissipates and the undead falls down as a corpse.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, you can raise a further two corpses as undead crewmembers for each slot level above 4th.

DEEP DIVER
4th-level transmutation [teoatl]
Casting Time: 1 action
Range: 30ft.
Components: V, S, M (cartilage of a deep sea vertebrate)
Duration: 12 hours

You snap the cartilage. Up to ten willing creatures in range feel their physiology begin to change. Their eyes become enlarged and their flesh hard and cold. They gain the ability to breathe water, cold resistance, and immunity to pressure damage from deep water. The targets also gain 60ft. darkvision or, if they already have 60ft. darkvision, they gain the ability to use a bonus action to generate or turn off bio-luminescent stripes and dots along their exposed skin, shedding light as a light spell.

----plus here's some more spirit spells
POWER WORD: BIND
9th-level necromancy [spirit]
Casting Time: 1 action
Range: 30ft.
Components: V, S, M (any Medium or smaller object)
Duration: Until Dispelled

You target a creature with a soul that you can see. Speaking the word of power, you bind the creature’s soul to an object within range. If the creature is undead, its current physical casing falls apart and its spirit is immediately bound to the object.
If the creature is alive upon casting power word: bind, their spirit is bound to the object if they die in the next 24 hours. Otherwise, they are unaffected by the spell.
A bound creature’s spirit is trapped in the object. It has minimal movement and can barely affect the world around it. It can only speak telepathically, and only to creatures with 10ft. It can force the object to float a few feet off the ground, with a top speed of fly 5ft. (hover). It can also grab any Small or smaller objects in a 10ft. radius, and either carry or weakly throw them. Destroying the binding object utterly destroys the spirit as well.
The spirit can only be freed by a wish spell or other such magics.

BLACK SPOT
4th-level necromancy [spirit]
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Until Dispelled

You make a melee spell attack against a creature in range. If the target fails a Wisdom saving throw, an illusory black spot appears on its body where you struck it. The black spot radiates a cursed aura in a 10ft. radius. All creatures within the aura gain +2 bonus on weapon attack and damage rolls against the target. In addition, the target has disadvantage on saving throws against necromancy school spells, [spirit] spells, and death saving throws.
At the dawn every day, the target makes a successful Constitution saving throw or takes 2d4 nonlethal necrotic damage. The damage cannot be healed until the black spot is removed. You may cast black spot targeting the creature to immediately remove the spot
The black spot can be removed by greater restoration or similar magics.

COMMUNE WITH SPIRITS
2nd-level necromancy [spirit]
Casting Time: 1 minute
Range: 10ft.
Components: V, S, M (2 candles, a mummified finger, and a small silver mirror)
Duration: up to 1 minute

You light the finger on fire, using it to light to two candles either side of the mirror. As the smoke intermingles, you call upon the spirits of the dead, and seek their guidance.
A random spirit springs forth from the mirror. Upon conjuring, the spirit is forced to answer 3 questions, and can do you no physical harm. After answering your questions, the spell will end, and the spirit will dissipate.
To determine how helpful and forthcoming the spirit is, roll a d20 plus your spellcasting modifier. If the finger is connected to the spirit you are attempting to summon, roll with advantage. The higher the roll, the more helpful the spirit, at the DM’s discretion.

COMDEMNED TO NATURE
9th-level conjuration [spirit]
Casting Time: 1 action
Range: Touch
Components: V, S, M (the sap and roots of a tree felled by a magical axe worth no less than 5,000 gp)
Duration: Until Dispelled

You wipe the sap covered root on the target creature. If the creature is aware and unwilling, you make a melee spell attack. On a hit, the creature is cursed and gains a 30ft. aura. Any plant life within the aura awakens and becomes hostile to the creature and immediately attacks the target. Twigs become twig blights, young trees become awakened tree, older tree become treants, and bushes become awakened shrubs. They fight until destroyed. The awakened plants can be swayed to stop attacking by a wish spell and other such magics.
The curse and aura can be removed by greater restoration and other such magics.


SPIRIT PACT: FEAR
1st-level illusion [spirit]
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (1 hit points per spirit level taken from the host)
Duration: Until Released

The spirits of fear brings nightmares to life. You take a 1st level spirit into your body. While Fear is bound, you may add your proficiency bonus to CHA (intimidation) checks, or double it if you already do.
You can release Fear as an action. When Fear is released, a number of creatures equal to the spirit’s level within 30ft. must make a successful WIS saving throw or be frightened for 1 minute. The creature can make another WIS saving throw to end the effect at the beginning of each of their turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spirit’s level increases by 1 for each slot level above 1st.

SPIRIT WAVE
2nd-level necromancy [spirit]
Casting Time: 1 action
Range: Self (20-foot-cone)
Components: V, S, M (one trapped soul)
Duration: Instantaneous

You shred the trapped soul, and release it as a wave-like swarm of tiny specters. Each creature in a 20ft. cone in front of you must make a Dexterity saving throw. On a failure, the creature takes 1d6 cold, 1d6 necrotic, and 1d6 force damage and is pushed back 10ft. On a success, the creature takes half damage and avoid being pushed back.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold, necrotic, and force damage each increase by 1d6 for each level above 2nd.

----------------Some magic is fueled by captured souls----------------
i.e. spirit which is the ghost version of a skeleton/zombie
https://imgur.com/7Ozcg3U

SOUL HARVEST
Necromancy cantrip [spirit]
Casting Time: 10 minutes
Range: 10ft.
Components: V, S, M (a broken bird skull and blood of same race)
Duration: Instantaneous

You absorb the souls of the dead within range before they reach their afterlife. You inscribe the skull with an arcane ruin, using blood as ink. The blood must come from someone of the same race as yourself, and can be yourself.
You target any Small or larger body that has died within 1 hour. Breaking the skull, you draw the spirits of the dead towards yourself. You are healed 1d4 and an additional 1 hit point for every body targeted.
With a container as described in magic jar, you can trap these souls. You trap 1 souls for each body targeted.
You cannot target the remains of aberrations, celestials, constructs, elementals, fey, fiends, oozes, plants, or undead with this spell.
This spell can only be used once per day, and recharges at midnight.

CONJURE SOUL
2nd-level necromancy [spirit]
Casting Time: 1 action
Range: 30ft.
Components: V, S, M (a trapped soul)
Duration: Concentration, 1 hour

You lose a trapped soul, and exert control over it. A spirit appears in an unoccupied space within range. The spirit is friendly to you and your companions and acts on your initiative. It lasts until dismissed, the spell duration ends, or it reaches 0 hit points.
As a bonus action, you can issue a telepathic command so long as the spirit is within 500ft. of you.

SOUL STRIKE
5th-level necromancy [spirit]
Casting Time: 1 action
Range: 60ft.
Components: V, S, M (three trapped souls)
Duration: Instantaneous

You whip the trapped souls into a vortex of deathly wails and unleash them at a point in range. Each creature in a 10ft. radius, 40ft. high cylinder centered on the point must make a Wisdom saving throw. On a failure, the creature takes 4d6 psychic damage and 4d6 necrotic damage on a failed save. If the creature fails by 5 or more, they are frightened for 1 minute in addition to taking full damage. On a success the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic and necrotic damage each increase by 1d6 for each slot level above 5th.

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Seethyr
Couatl
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Joined: Thu Jun 10, 2010 1:07 am
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Location: The City of Gold

Re: spirit + teoatl = pirate priest

Post by Seethyr »

Love it! Going to mess with some of these at one point, and possibly give access to my players.
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