04. Dues for the Dead
Range/Area: 30ft./5ft.
Components: S, M(a bit of fleece)
Duration: 1 minute
Source: PHB, pg. 260
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Zrukz, if you want to retrieve the rope with mage hand, please give me a sleight of hand check
Rolls
Sleight Of Hand - (1d20+2)
(1) + 2 = 3
Rolls
Insight - (1d20+4)
(8) + 4 = 12
Zrukz, as you attempt to both control your illusion, which is also kind of obscuring your vision, while trying to grab the rope, you somehow manage to grab the pipe instead, realise your mistake and accidentally and very noisily drop it to the floor. The clanging noise instantly draws the attention of the zombies.
PC
PC
PC
Zombies
PC
PC
Rolls
Zrukz: Initiative - (1d20+2)
(8) + 2 = 10
Pierce: Initiative: - (1d20+4)
(11) + 4 = 15
Chitkree: Initiative:Dex(5)+Mod( 0 )= - (1d20+5)
(20) + 5 = 25
Augustine Blackthorn: Initiative: - (1d20+1)
(15) + 1 = 16
Lord Aramil Liadon: Initiative - (1d20+4)
(17) + 4 = 21
Vaxis "Vess" Siannodel: Initiative - (1d20+4)
(4) + 4 = 8
Zombies initiative - (1d20-2)
(14) - 2 = 12
Aramil uses his longbow, trying to fire twice, in rapid succession, at the closest zombies.
Rolls
Longbow to hit, damage - (1d20+8, 1d8+4)
1d20+8 : (9) + 8 = 17
1d8+4 : (8) + 4 = 12
Longbow to hit, damage (Action Surge) - (1d20+8, 1d8+4)
1d20+8 : (1) + 8 = 9
1d8+4 : (3) + 4 = 7
Rolls
Dart (unseen attacker advantage?) - (hit:2d20H1+7, damage:1d4+5)
hit:2d20H1+7 : (1016) + 7 = 23
damage:1d4+5 : (3) + 5 = 8
Sneak Attack - (1d6)
(4) = 4
If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
and cast Chill Touch retreating from the illusory doors
Rolls
Chill Touch to hit - (1d20+5)
(20) + 5 = 25
Chill Touch damage - (1d8)
(7) = 7
Rolls
Aramil attack (advantage) - (1d20+8)
(5) + 8 = 13
Extra damage from Chill Touch - (1d8)
(8) = 8
Zombie constitution save - DC20 - (1d20+3)
(14) + 3 = 17
Rolls
Attack (Crossbow) - (1d20+7)
(15) + 7 = 22
Damage (Piercing) - (1d8+5)
(2) + 5 = 7
Rolls
Zombie Vs Aramil - (1d20+3)
(1) + 3 = 4
Rolls
Longsword - Attack - (1d20+6)
(18) + 6 = 24
Longsword - Damage - (1d8+6)
(8) + 6 = 14
Rolls
Ghoul initiative - (1d20+2)
(3) + 2 = 5
Level | Cantrip |
Casting Time | 1 Action |
Range/Area | 60 ft |
Components | V |
Duration | Instantaneous |
School | Enchantment |
Attack/Save | INT Save |
Damage/Effect | Psychic |
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Rolls
Mind Sliver Int save DC13 dam,-next attack - Damage - (1d20+0, 1d6, 1d4)
1d20+0 : (1) = 1
1d6 : (5) = 5
1d4 : (1) = 1
Range/Area: 120ft.
Components: V, S
Duration: 1 round
Source: PHB, pg. 221
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Chill Touch to hit - (1d20+5)
(4) + 5 = 9
Chill Touch damage - (1d8)
(4) = 4
Vess repeats her mental attack on the zombie while the previous effect is still ongoing, but she can't get through to its rotting brain.
Rolls
Mind Sliver Int save DC13 dam,-next attack - (1d20+0-1, 1d6, 1d4)
1d20+0-1 : (15) - 1 = 14
1d6 : (5) = 5
1d4 : (3) = 3