Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 round
Howling winds spiral around you, blotting out light, chilling your foes, and heeding your every command.
This blast of swirling night wind surrounds you and creates a zone that lasts until the end of your turn or until you break concentration.
This zone is heavily obscured to creatures other than You, and any creature but You that starts its turn in the zone takes 2d6 + Your Intelligence Modifier in Cold Damage and is Slowed until the end of its next turn.
To view the effects of the “Slowed” Condition, view the “Slow” Spell.
You create an extra-dimensional pool of acid beneath your enemies’ feet.
You create a burst of boiling acid within your Range. Any creature caught in the burst must make a DC 13 Dexterity Saving Throw or take 1d8 + Your Intelligence Modifier in Acid Damage.
Any creature who attempts to move into the Area or begins their turn within the area, must make a DC 13 Constitution Saving Throw or take 1d4 +
Your Intelligence Modifier in Acid Damage.
3rd Level Evocation
Casting Time: 1 action Range: 60 feet Components: V, S Duration:
Concentration, up to 1 Minute
A miniature tornado roars forth to batter your enemy and lift it into the air.
You choose a target of Medium or Smaller Size. A tornado roars to life beneath their feet. The Target must make a DC 15 Strength Saving Throw, taking 2d8 + Your Intelligence Modifier in Damage, or Half as much on a Successful Save.
Additionally, if the target fails their Saving Throw, you push the Target 10 feet (2 Squares) Vertically Upwards.
The Target remains aloft until the start of its next turn or until you break Concentration.
While aloft, the Target is dazed and immobilized, and it grants a Combat Advantage to You and Your Allies.
At the start of its next turn, it lands prone on the ground in the space it formerly occupied or in the nearest unoccupied space on the battlefield.
“I’m tired of people saying there aren’t any good 20something rookie actresses in kdrama and that’s why you have to cast idols blah blah. They’re all there, only they get stuck in second lead roles for half a decade and have to prove themselves around ten times before someone takes a chance to give them a lead role. And even then, if the drama is crap, they’ll be cast aside and given no more chances even if their performances are actually good. Which is why I really hope 3rd Rate My Way is a hit.”
I’m sorry for not uploading these as quickly despite having finished them. Schoolwork kinda piled up. So here’s 3rd and 4th cast as a bonus (I apologise if anyone is offended by my totally not-biased summary)
Tieflings of ice devil blood have traits that differ from those in the fifth edition Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Gelugon Weapon Training and Frozen Carapace are mutually exclusive.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook, choose 1d4+1 of the following features: insect mandibles; compound eyes; a spiked tail; chitinous skin; antennae instead of horns; insectile legs; ice-blue or snow-white skin; frosty breath; cold hands; icicle horns; an aura of frigid air; body mottled with hoarfrost. Ice Devil Resistance. You have resistance to cold damage. This trait replaces the Hellish Resistance trait. Gelugon Weapon Training. You have proficiency with the javelin, spear, pike, and trident. This trait replaces the Infernal Legacy trait. Frozen Carapace. Once you reach 3rd level, you can cast the armor of agathys spell once per day as a 2nd-level-spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.