• Home
  • Joining the Convergence
  • Building a Character
    • General Notes
    • Class Changes
    • Backgrounds
    • Touches of Insanity
  • Homebrew Content
    • Filomancy
    • Astromancy
    • Skyshard Items
  • Lore
    • Introduction
    • Timeline
    • Important Locations
    • The Divine
    • Factions
    • Calendar
  • Shrieker Tracker
  • More
    • Home
    • Joining the Convergence
    • Building a Character
      • General Notes
      • Class Changes
      • Backgrounds
      • Touches of Insanity
    • Homebrew Content
      • Filomancy
      • Astromancy
      • Skyshard Items
    • Lore
      • Introduction
      • Timeline
      • Important Locations
      • The Divine
      • Factions
      • Calendar
    • Shrieker Tracker
  • Home
  • Joining the Convergence
  • Building a Character
  • Homebrew Content
  • Lore
  • Shrieker Tracker

Filomancy

Filomancy 


"Don't be an idiot." - The Raven, to everyone 


As old as time itself, the manipulation of the threads of fate and destiny are known as Filomancy. 

Surge

First Level Filomancy (V,S) 

One action, Instantaneous 

You regain one Filomancy point. Casting this spell at a higher level increases the Filomancy points gained by one per level higher. 

Skim 

Second Level Filomancy (V,S,M)

One action, One hour 

Roll a d20 and keep note of the number rolled. Any time in the next hour, you may use the number rolled instead of rolling. 

Strangle 

Third Level Filomancy (V,S,M) 

Range: 500 feet

One action, Instantaneous 

Pick one creature, that creature must roll a D20. If they roll l0 or lower, they take 10d6 points of fate damage. Casting this spell at a higher level increases the number required to be rolled by one. 

Stride 

Fourth Level Filomancy (V,S) 

Range: Touch 

One Action, One Hour (Requires concentration) 

Pick one willing creature. That creature is immune to being grappled or restrained, gains a fly speed equal to their walking speed, and can walk through walls as if they were difficult terrain. They also gain immunity to damage dealt by traps. 

Slice 

Fifth level Filomancy (V,S,M a shard of a broken sword.) 

One action, one minute. 

Touch a threadblade. That threadblade becomes a vorpal weapon for one minute or until it is removed from your touch. 

Sheer 

Sixth Level Filomancy (S) 

Range: 10 miles. 

One action, instantaneous.

Pick one creature. Roll a d4. On a roll of a 4, the creature is slain, unless that creature has legendary actions, in which case the creature takes 150 fate damage.  

Smooth 

Seventh Level Filomancy (V,S,M a a single piece of fabric, without wrinkles or tears)

One action, one minute. 

Pick one creature within range. That creature is immune to an anti-magic field, as well as the touch and aura of a pariah. 

Slide 

Eight Level Filomancy (V,S,M a carved golden likeness of each creature you’re going to transport worth 2,000 gold, sanctified at the point of creation, which the spell consumes) 

Eight hours, instantaneous 

You and any willing hybrid souls you can see are transported to fate skein, or from the fate skein to any location in the multiverse. 

See 

Ninth Level Filomancy (V,S,M a body part of the creature in question) 

One action, instantaneous 

Pick a creature. You gain knowledge of its location, health, immunities, resistances, ability scores and proficiency. You can use a bonus action to know the creatures location at any point until a month passes.

  • Home
  • Joining the Convergence
  • General Notes
  • Class Changes
  • Backgrounds
  • Touches of Insanity
  • Introduction
  • Timeline
  • Important Locations
  • The Divine
  • Factions
  • Calendar
  • Shrieker Tracker

Welcome to the Convergence

Copyright © 2020 Year - All Rights Reserved.

Credit to @jrsketcher_ for all the beautiful art you see here! 

@Quintonhogshead