Description of a spell,new column to add a comma after the word spell.
Did this format work to make a sentence one row down?
Hopefully that did work,because if it did,I think I figure most of the format out.
Another awesome format thing is the double br. To hit the enter space twice double the arrow br format.
Estella's upgrade of her Harp has given her the ability to summon elemental beings. She still cannot control which elemental comes to her call.
Roll a d4 and consult the below.
She calls forth an elemental spirit,it manifests in an unoccupied space seen within range. This coporeal form uses the Elemental Stat Block. The creature disappears when it drops to 0 hit points or when the spell ends.
The elemental is an ally to you and your companions. In combat,the creature shares your initiative count,but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you). If you do not issue any commands,it takes the Dodge action and uses its move to avoid danger.
1 = Wind / 2 = Earth / 3 = Water / 4 = Fire
This beauty requires attunemment.
Estella swings her blade while she bellows a lovely tune,did her voice just break?
If Estella's first attack hits,the resounding echo has an opportunity to hit.
Roll a Performance check with advantage.
This magical rapier has a +2 to hit and +2 to damage.
Roll your beautiful fluorite d20 die. As it rolls out of your hand,an eerie
Swirling liquid of ever shifting colors,each color has a different effect.
When you drink the potion,roll a d4 and consult below. Potion regains its potency after 7 days.
1 = Red. When you and another creature drink this potion,you have advantage on death saving throws as long as one of you is conscious.
The effect last for 1d4 hours.
2 = Yellow. When you drink this potion,you gain the effects of a death ward spell. The effects last for 8 hours.
3 = White. When you drink this potion,you gain a +1 to AC and your attacks deal an additional 2d6 radiant damange once per turn.
This effect lasts for 1d4 hours.
4 = Violet. When you drink this potion,it cures any disease afflicting you,and it removes the blinded,defeaned,paralyzed,and poisoned conditions.
Use an action to expend charges to cast one of the following spells:
Entangle (1 charge)
Locate Animals or Plants (2 charges)
Speak with Plants (3 charges)
Wrath of Nature (5 charges)
Transport via Plants (6 charges)
Earth's Respite - Use an action to play the Lute in fertile earth and expend 1 charge to grow flowers in a 20 foot radius around you for one hour. During this time no hostile creatures can see nor pass through the area. Creatures who take advantage of your Song of Rest regain the maximum hit points possible when they spend one or more Hit Dice. If you expend 3 charges,the flowers last for 8 hours.
Double the number of charges used and the flowers will grow out of any terrain.
The Lute regains 1d6+4 expended charges every day at dawn.
Cast any of the spells below as an action. The Harp can magically emit one spell per day.
Darkness - fun area of effect to create magical darkness in a 15 foot radius sphre. A creature with darkvision cannot see through the darkness,and nonmagical light cannot illuminate it.
Levitate - Cool to lift heavy things or creatures up to 20 feet vertically and remains suspended for duration. Also has some movement per turn.
Wall of Fire - Wall of fire that can be 60 feet long / 20 feet high / 1 foot thick OR ringed wall up to 20 feet diameter / 20 feet high / 1 foot thick. When wall appears,it causes damage.
Summon Elemental - great to add an ally,like Shreddy the Teddy.
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively,you can utter a creature's name. If the named target is within range,it becomes the spell's target even if you cannot see it. If the named target is not in range,the lace dissipates without effect.
The target must make an Intelligence saving throw.
On a failed save,the target takes 7d6 psychic damage and is incapacitated until the start of your next turn.
On a successful save,the creature takes half as much damage and is not incapacitated.
AT HIGHER LEVELS:
When you cast this spell using a spell slot of 5th or higher,the damage increases by 1d6 for each slot level above 4th.
You fill a 20 foot cube you can see within range with fey and draconic magic.
Roll on the Mischievous Surge table to determine the magical effect produced,and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
MISCHIEVOUS SURGE EFFECTS:
1 = The smell of apple pie fills the air, and each creature must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
Charmed = cannot attack the charmer or target charmer with harm. The charmer has advantage on any ability check to interact socially with the creature.
2 = Bouquets of flowers appear all around,and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
MISCHIEVOUS SURGE TABLE CONTINUED:
Blinded = A blinded creature cannot see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage,and the creature's Attack rolls have disadvantage.
3 = Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
Incapacitated = An incapacitated creature cannot take Actions or Reactions.
4 = Drops of molasses appear and hover in the cube,turning it into difficult terrain until the start of your next turn.
You magically empower your movement with dancelike steps,giving youself the following benefits for the duration:
Your walking speed increases by 10 feet
You do not provoke opportunity attacks
You can move through the space of another creature and it does not count as difficult terrain
If you end your turn in another creature's space,you are shunted to the last unoccupied space you occupied,and you take 1d8 force damage.
A reaction you can taken when a creature you can see within 60 feet of yourself succeeds on an attack roll,ability check,or saving throw.
Estella magically distracts the triggering creature and turns its momentary uncertainty into encouragement for another creature.
The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself).
The chosen creature has advantage on the next attack roll,ability check,or saving throw it makes within 1 minues.
A creature can be empowered by only one use of this spell at a time,and a light winks out if it exceeds the spell's range.