school of the pale drake

Seath the scaleless also known as the pale drake was the father of wizardry and a powerful wizard as such. Though wizardry is still a fairly common practice the ancient magic of crystal magic is now forgotten to all but a few.

Crystal knowledge: crystal magic is very dangerous and thus only trained wizards can cast spells with it properly. At 2nd level you gain access to crystal magic and spells of this school count as wizard spells for you.

Crystal conjuring: through your study you learn to reinforce spells by mixing in crystal magic. At 6th level when you cast a spell of 1st level or higher you can choose to empower it adding the following effects:

  • If the spell causes an area of effect, crystals cover its area immediately after the initial effect, these crystals cause the area to become difficult terrain and creatures that move in the area take magical piercing damage equal to half your intelligence modifier for every 5ft they move. The crystals disappear after 1 minute.

  • If the spell requires an attack roll you can cause it to shatter on impact causing the initial target and any creature within 5ft of the initial target to make a dexterity saving throw or take 2d8 force damage or half as much on a success.

You can empower spells a number of times equal to your intelligence modifier and regain all uses of this ability after completing a long rest.

Teleporting escape: at 10th level you know how to get out of danger and get back at the one who hit you. As a reaction to being hit you can teleport up to 30ft and create a duplicate of yourself who appears within 30ft of where you teleported from. The duplicate has your statistics and acts immediately after you in the initiative order, after the duplicates turn they disappear. You can use this ability twice and regain its uses after finishing a long rest.

Connection to the drake: at 14th level you undergo a transformation choosing either scaleless or sage:

Scaleless: you transform into a pale drake gaining the following benefits:

  • Your creature type changes to dragon

  • Your size becomes large unless it was higher, and your melee weapon attacks deal an extra damage die.

  • Your teeth, claws and tail become natural weapons dealing 2d6 + your strength or dexterity modifier bludgeoning, piercing or slashing respectively.

  • Your hit points increase by 3 times your wizard level and you gain a natural armor that gives you an ac of 14 + your dexterity modifier.

  • You learn the white dragons breath spell and can cast it without a spell slot, after casting it this way roll a d6 at the start of each of your turns, on a 6 or after 1 minute you regain the ability to cast it this way.

Sage: you transform into a crystal sage gaining the following benefits:

  • Your size increases to large unless it was higher.

  • You can cast crystal spells of 2nd level or lower at will.

  • When you use your teleporting escape you can create two duplicates instead of 1.

  • When you use teleporting escape you can choose to not create any duplicates to not expend a use.

Crystal spells

soul spear

2nd level crystalmancy

Casting time: 1 action

Range: 120ft

Components: s

Duration: instantaneous

You launch a soul spear at a target within range. Make a spell attack roll against the target, on a hit they take 6d6 force damage.

At higher levels: when cast with a spell slot of 3rd level or higher it deals an extra 1d6 for each level after 2nd.

soul arrow

1st level crystalmancy

Casting time: 1 action

Range: 120ft

Components: s

Duration: instantaneous

You launch a soul arrow at a target within range. Make a spell attack roll against the target, on a hit they take 4d6 force damage.

At higher levels: when cast with a spell slot of 2nd level or higher it deals an extra 1d6 for each level after 1st.

Farron dart

Crystalmancy cantrip

Casting time: 1 bonus action

Range: 120ft

Components: s

Duration: instantaneous

You launch a small soul arrow at a target within range. Make a spell attack roll against the target, on a hit they take 1d4 force damage.

At higher levels: This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

homing soul mass

3rd level crystalmancy

Casting time: 1 action

Range: self

Components: v,s

Duration: 1 minute

You create 7 orbs of soul that float around you, the next time an enemy comes within 5ft in the next minute the orbs launch at them forcing the creature to make a dexterity saving throw or take 5d6 force damage or half as much on a successful save.

At higher levels: when you cast this spell with a spell slot of 4th level or higher it deals an extra 1d6 force damage for every level over 3rd.

Crystal hail

 5th level crystalmancy

Casting time: 1 action

Range: 60ft

Components: v,s

Duration: instantaneous

You cause crystals to rain down in a 15ft sphere within 60ft of you,creatures in the sphere have to make a dexterity saving throw or take 10d6 force damage or half as much on a successful save.

At higher levels: when cast with a spell slot of 6th level or higher it deals an extra 1d6 force damage for each level after 5th.

White dragon breath

 4th level crystalmancy

Casting time: 1 action

Range: self (40ft line)

Components: v,s,m (a diamond worth at least 200gp)

Duration: instantaneous

You create a 30ft long 5ft wide line of crystals, creatures within the line must make a dexterity saving throw or take 6d8 force damage or half as much on a failed save.

At higher levels: when cast with a spell slot of 5th level or higher it deals an extra 1d8 force damage for each level after 4th.

Soul greatsword

5th level crystalmancy

Casting time: 1 action

Range: 5ft

Components: s

Duration: instantaneous

You summon a soul greatsword and swing it at an opponent, make a melee spell attack roll against the target, on a hit they take 10d6 force damage.

At higher levels: when you cast this spell with a spell slot of 6th level or higher it deals an extra 1d6 force damage for each level after 5th.

Farron flash sword

3rd level crystalmancy

Casting time: 1 bonus action

Range: self

Components: v,s

Duration: 1 minute

You summon a soul sword which looks like a scimitar and it lasts for the duration. The sword deals 4d6 force damage on a hit and you can make an extra attack with it with your bonus action when you use your action to attack with it.

At higher levels: when you cast this spell with a spell slot of 4th level or higher it deals an extra 1d6 force damage for every level above 3rd.

Old moonlight

9th level crystalmancy

Casting time: 1 action

Range: 5ft (30ft line)

Components: v,s,m (pale drake skin)

Duration: instantaneous

The original wizardry, the first spell seath made, the old moonlight. You swing the sword at an opponent within 5 ft, this is an automatic hit and cannot be avoided, they take 16d6+60 force damage and are blinded for 1 minute, after the initial swing it projects an arc that travels in a 30ft long 5ft wide line hitting any creature in the line causing them to take damage equal to the initial swing.

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