Magic | Tieflings
Tieflings are able to use a wide range of magic. Different aspects are determined by a tiefling's heritage, which is displayed primarily by their physical traits. The skin tone of a tiefling is the most reliable indicator of heritage and magical capability.
(No, I'm not going to list all the different subraces and ancestors from MToF. We can discuss that stuff over DMs)
Red + Human Skin Tones
- Resistance to damage by fire
Darkness
- Can create a 15-foot radius sphere of darkness focused on a person, object, or location. If the object or person moves, the bubble of darkness moves with it. Species with dark vision cannot see through it, and only magical light can illuminate it. The bubble lasts for up to ten minutes as long as the caster is concentrating.
Hellish Rebuke
- Can surround a person with flames as a reaction to being injured by that person. Lasts for only a handful of seconds, but can cause a lot of harm.
Thaumaturgy*
- Can apply one of the following magical effects within 30 feet of the caster per use:
• Amplify voice up to three times its normal volume for one minute
• Cause flames roll flicker, brighten, dim, or change color for one minute
• Cause harmless tremors in the ground for up to one minute
• Create an instantaneous sound that originates from the point of choice within range
• Cause unlocked doors or windows to fly open or slam shut
• Alter the appearance of their eyes for up to one minute
Blue
- Resistance to damage by cold
Darkness
Hellish Rebuke
- Can surround a person with ice or freezing temperatures as a reaction to being injured by that person
Thaumaturgy*
Purple
- Resistance to damage by fire
Vicious Mockery*
- A string of insults laced with subtle enchantments directed at a creature that is visible within 60 feet
- The target must hear you, but does me need to understand the language being used
- Target suffers psychic damage if the spell is successful
Enthrall
- Forces creatures of choice within 60 feet to focus on the caster
- Caster must be able to see the targets, and the targets must be able to hear the caster
- Spell lasts for one minute, or until the caster is incapacitated or cannot speak
Charm Person
- Can charm a humanoid that is visible within 30 feet of the caster
- The charmed creature sees the caster as a friend for up to one hour, or until they are hurt by the caster or the caster's companion(s)
- Creatures are aware that they were charmed once the spell ends
*= can be used more than once per day
Unmarked spells can be used twice between rests longer than 8 hours. Characters lose the ability to use any magic (excluding resistances) after a period 72 hours without proper sleep (minimum 6 hours per day).
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