Nivali Spells & Abilities

Nivali follows the Path of Seamless Symmetry. She uses a calligraphy brush to paint sacred geometry symbols imbued with her magic onto paper talismans, which she places or throws onto enemies. She can pre-paint them or paint them mid-combat, as she specializes in this form of magic use, combining it with her physical fighting style. Her physical fighting style use moves similar to wing chun, capoeira, and wushu.

Tacky Talisman Non Magical Attack Components: Paper, Resin, Glue Casting Time: None Range: Touch or 30ft. Thrown Duration: Up to 1 Minute Saving Throw: No You fold a paper talisman into an airplane with glue heavily applied on the tip. Make a melee ranged attack. If successful, the talisman becomes glued to the target’s face, causing the creature to become distracted. It takes -1 to all of its attacks and -2 to perception-based checks. The creature must use a Reaction to remove the talisman.

Sliver Talisman Cantrip Enchantment Psychic Components: S, M Casting Time: 1 Action Range: Touch or 30ft. Thrown Duration: Until the end of your next turn Saving Throw: Intelligence A paper talisman inked with a geometric drawing containing dormant magic is activated by channeling a tiny resonance of your spirit. Thrown within 30ft. as an action, or when you make a successful melee attack, the target must succeed on an Intelligence Saving Throw or take 1d6 psychic damage and subtract 1d4 from their next saving throw before the end of your next turn. This talisman’s damage increases at certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unihexal Talisman Level 1 Evocation Light Components: V, S, M Casting Time: 1 Action Range: Touch Duration: Concentration, up to 2 Minutes Saving Throw: Constitution The target is surrounded by small, bright, unicursal hexagrams that fade in and out of existence within a circular manner. The creature gains a +1 bonus to AC and attackers targeting the creature take 1d6 radiant damage. Spell Heightening: When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot above 1st. Additionally, the AC bonus will increase at slot levels 2nd (+2), 4th (+3), 6th (+4), and 8th (+5)

Star Talisman Level 1 Evocation Elemental Components: V, S, M Casting Time: 1 Action Range: Touch Duration: Instantaneous Saving Throw: None A paper talisman inked with a geometric drawing containing dormant magics is activated by channeling a tiny resonance of your spirit. When you make a successful melee attack, choose Cold, Fire, Thunder, or Lightning, then deal 1d8 of the chosen element’s damage, in addition to your normal attack damage. This talisman’s damage increases at certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8). Spell Heightening: When you cast this spell using a spell slot of 1st of higher, the damage increases by 2d8 for the first slot higher, and an additional 1d8 for each slot above 1st.

Wing Jump Talisman Level 1 Conjuration Components: S, M Casting Time: 1 Action Range: Self, Line of Sight Duration: Instantaneous Saving Throw: None You throw an inked talisman in the air, and it floats into place behind your back. In a flash of silverish-blue light, it rapidly multiplies, transforming into articulated origami dragon wings. They extend outwards before unleashing a powerful flap, launching you into a space you can see within 30ft. The wings gradually tear into tiny pieces of paper as you cross the air until the wings dissipate. Spell Heightening: The launch distance increases by 30ft. for each slot level above 1st.

Diminishing Talisman Level 2 Abjuration Components: V, S, M Casting Time: Reaction Range: 5ft. – 25ft. Duration: Instantaneous Saving Throw: None You throw a talisman in front of an attack. The ink upon the magical seal is activated, forming a glowing copied pattern of the seal around the force of the blow. Reduce the damage of the attack by 2D10. Spell Heightening: Range increases by 5ft. and damage reduced increases by 2D10 for each spell slot above 2nd

Transformative Ink Level 2 Abjuration Components: S, M Casting Time: 1 Minute (Varies by Object Complexity) Range: 30ft. Duration: 1 Minute Saving Throw: None You draw an object into existence with your inked calligraphy brush—such as a ladder, bridge, or tool. The object is mundane, AC 10, has 20 hit points, and can support up to 200 pounds. It lasts for 1 minute. Spell Heightening: The object gains +20 hit points and supports an additional 200 pounds at each spell slot above 2nd.

Shearing Talismans Level 3 Evocation Cold Radiance Components: V, S, M Casting Time: 1 Action Range: 30ft. Cone Duration: Instantaneous Saving Throw: Dexterity You unleash a cone of razor-sharp paper talismans infused with radiant frost. Each creature in the cone makes a Dexterity saving throw, taking 6d8 damage on a failure, or half as much on a success. Resistance and immunity only apply if a creature is resistant or immune to both types of damage. Spell Heightening: Damage increases by 1D8 for each spell slot above 3rd.

Paper Parade Talismans Level 3 Abjuration Components: V, S, M Casting Time: 1 Action Range: Self Duration: 1 Minute Saving Throw: Constitution A storm of paper talismans appear in the air, folding into various animal origami figures before drifting to the ground. They occupy a 20-foot radius centered on you. Enemies beginning their turn in the area must make a Constitution Save as origami edges sharpen and begin to animate with hostility. If a creature fails, it take 3d6 Slashing, or half as much on a success. At the end of the spell, the origami figures remain, becoming mundane. Spell Heightening: The radius increases by 20 ft. and 1d6 damage for each spell slot above 3rd.

Great Wave of Talismans Level 4 Evocation Icy Paper Components: V, S, M Casting Time: 1 Action Range: 60 ft. Duration: Concentration, Up to 10 Minutes Saving Throw: Dexterity You raise a wall of fluttering, faintly silverish-blue-glowing talismans, flowing in an animated loop of a crashing oceanic wave, up to 60 feet long, 20 feet high, and 5 feet thick. The wall is opaque and grants half cover. Any creature other than you that moves through the wall takes 3d8 slashing or cold damage, as the glowing symbols explode. A successful Dexterity Save is half damage. If the wall appears on a creature, that creature is shunted to the nearest space outside of the spell and takes the damage. Spell Heightening: The damage increases by 1D8 per slot level above 4th.

Channel Spirit: Arctic Ensemble Enchantment Spirit Components: None Casting Time: 1 Action Range: 30ft. Target: 1 + Wisdom Modifier Duration: 1 Minute Saving Throw: None Channel Spirit invests the presence of your faith (Bahamut) into creating more resilience within the body. This manifests as ethereal, icy, swirling energy flowing in the air, then condensing to physically form a silver masquerade mask upon you and the selected creatures. As an action, you may choose a number of creatures up to your wisdom modifier in number that you can see within 30ft. For 1 Minute, you and the chosen creatures have advantage on Constitution Saving Throws. This ability’s effect broadens at certain levels: 4th level (add Dexterity Saves), 6th level (add Strength Saves), 8th (add Charisma Saves), and 12 (add Wisdom Saves)

Aura of Offensive Cold: You and allies within 30ft deal additional cold damage equal to half of your level, rounded up, to melee attacks and melee spell attacks.

Frost-Veiled Form: When HP falls below 50% you emit a 15ft burst, which causes speed to become halved for every creature within it. Lasts 1 minute. Happens only once per long rest.

Children

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