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Chapter 23 - Objective: Finish Assembling That Tedious Grimoire

“Alright.” Cassandra looked around the small group of people, stretching deliberately. “Six more spells, plus whatever other bonus action shit? Tedious, but necessary.”

“Is it really, ma’am? Time is passing.”

“Trio,” she said with a headshake and a smile, “you’re on protagonist time now. It only passes when either convenient or maximally inconvenient, and we’re a long way away from that second one. Dispel Magic.”

Dispel Magic

3rd-level abjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

“That makes buying scrolls or potions to buff ourselves before big fights a lot less useful, but I guess it’s only one of us per turn. Last spell for the Priest, Spirit Guardians.”

Spirit Guardians

3rd-level conjuration

Casting Time: 1 action

Range: Self (15-foot radius)

Components: V, S, M (a holy symbol)

Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

“So they get all sparkly and do some damage,” Harriet observed. “But that doesn’t seem like a lot of damage, you know? What’s a comp?”

“I’m guessing… Lightning Bolt.”

Lightning Bolt

3rd-level evocation

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)

Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line's point of origin is not included in the line's area of effect, unless you decide otherwise.

“Gee, now we have a definition of a line! That’s great!”

“Good to know about the origin, kiddo. But it’s a little…”

“Condescending,” Cassandra snapped. “And possibly exploitable, so zip it. Burning Hands.”

You might be reading a pirated copy. Look for the official release to support the author.

Burning Hands

1st-level evocation

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

“Strong,” observed Harriet. “Your spells are hard to save against, and for a first level spell that’s AoE?”

“Getting that far into the scrum would suck, but it’s definitely good to know if we go up against something or someone who might have that spell; me and you will have to make sure we don’t open ourselves up. Sleep!”

Sleep

1st-level enchantment

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)

Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

“And you picked up Detect Magic, mom?”

“Killing our way through chaff isn’t going to wind up being our problem,” Cassandra retorted. “Don’t you snipe at me about my build, little miss Small size who can’t use a longbow. Last up of the mob-list—fireball!”

Fireball

3rd-level evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a tiny ball of bat guano and sulfur)

Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sphere

You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. A sphere's point of origin is included in the sphere's area of effect.

“A classic,” Harriet sighed. “The classic. Now that’s some damage.”

“If we run into something that can cast that,” Cassandra said darkly, “the average damage is fourteen if you make the save.”

Jason nodded, putting a hand on her shoulder and his other hand on Harriet’s head. “Which means if we run into one, we run, got it? No heroics, no need to deliberate, nothing is worth losing your lives for.”

A “Yes, dear” and a “I know, dad” sounded in unison, and the family stood in silence for a moment.

“Mom, do we have to go through all of the bonus action spells we’ll have available next level?”

“I wouldn’t mind if we don’t,” Jason agreed immediately with a broad smile. “We haven’t even gotten any progress towards that level. We can worry about it later, right?”

Cassandra nodded firmly. “Yeah. Going through, like… query: number and only the number of level one bonus action spells in the Ranger and Paladin spell lists available to Harriet and Jason immediately upon leveling up.”

Tabulating Results of Query

Eliminating All Unavailable Sources

Eliminating All Spells Not Available To Adventurers In Question

Performing Addition

Number Of Spells Matching Constraints: Ten (10)

“Yeah, no, fuck that,” Cassandra said to everyone’s relief. “Let’s just move on.”

But no sooner had they taken one step into where the stone was smoother did they notice two things that stopped them in their tracks. The first was that they were now walking upon tile—shattered, rusty tile, but tile nonetheless.

The second was a notification, visible to all of them, even Trio.

Area Discovered: Den of the Wren (Occupiers: Goblinoid)

Experience Awarded: 75

“What,” Trio whispered in flat, atonal shock, “in the everloving gods-all-damned camel-fucking sand-snorting brine-chugging inbred Outsider-worshipping fuck was that.”