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Elden Ring Guide

Campaign 1: Realm of the


Grafted Lord

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Glintstone Sorceries

Scholars Armaments

Level: 0
Range: self
Casting Time: 1 bonus action
Duration: 1 round
School: Evocation
Type: Glintstone Sorceries

One of the glintstone sorceries of the Academy of Raya Lucaria.


Enchants a melee weapon with magic-affinity.

You may use your spellcasting ability instead of Dexternity or Strength for
both attack and damage rolls of that weapon. The weapon becomes
magical and its damage becomes 1d8

Swift Glintstone Shard

Level: 0
Range: 120ft
Casting Time: 1 action
Duration: Instantaneous
School: Evocation
Type: Glintstone Sorceries

Create a single swift magical projectile which rapidly home toward a target of your
choice. A variation to the most basic glintstone sorcery of the Academy of Raya
Lucaria, those unworthy of the crown typically have their brief journey end here.

Always have an advantage on attack roll of this spell. On a hit, target takes 1d4 force
damage. If no movement is used during your turn, you can fire a second Swift
Glintstone Shard as a bonus action.
Damage increases by 1d4 when you reach 5th, 7th and 17th level.
Glintstone Pebble

Level: 0
Range: 120ft
Casting Time: 1 action
Duration: Instantaneous
School: Evocation
Type: Glintstone Sorceries

Create a single magical projectile which home toward a target of your choice. The
most basic glintstone sorcery of the Academy of Raya Lucaria, this is a universal
first step on the journey to true knowledge of sorcery.

On a hit, target takes 1d6 force damage. If no movement is used during your turn,
you can fire a second Glintstone Pebble as a bonus action.

Damage increases by 1d6 when you reach 5th, 7th and 17th level.

Glintstone Arc

Level: 1
Range: 50ft cone
Casting Time: 1 action
Duration: Instantaneous
School: Evocation
Type: Glintstone Sorceries

Fire a horizontal arc of magic that spreads outward. This sorcery was granted to sorcerers
who depart from the academy to embark on a journeys, in order to fend off large groups of
would-be adversaries

Target makes dexterity saving throw to halve 2d6 force damage otherwise suffers full
damage.

Damage increases by 1d6 for every spell slot above 1st


Starlight

Level: 1
Range: 60ft. radius
Casting Time:
Duration: Instantaneous
School: Evocation
Type: Glintstone Sorceries

Create a star light which illuminate 60ft. radius with bright light. Also reveals all invisible
targets within the range.

Granted to sorcerers who depart from the academy to embark on journeys. Even during
the blackest nights, sojourns underground, or imprisonment in gaol, the stars are never far
from a sorcerer's side.

Glintstone Stars

Level: 1
Range: 60ft
Casting Time: 1 action
Duration: Instantaneous
School: Evocation
Type: Glintstone Sorceries

Create three magical shooting stars which pursue a target of your choice. One
of the glintstone sorceries of the Academy of Raya Lucaria.
For each star, roll a separate attack roll. On a hit, target takes 2d4 force damage.

Damage for each star increases by 1d4 for every spell slot above 1st
Terra Magica

Level: 2
Range: self
Casting Time: 1 action
Duration: 2 rounds
School: Evocation
Type: Glintstone Sorceries

Create a 30ft radius sigil on the ground which grant allies within its range advantage
on magical attack roll.
This spell allows such vivid experience of spell—casting success, it turns many a
fledgling into a true sorcerer in a flash of newfound understanding.

Star Shower

Level: 2
Range: 60ft
Casting Time: 1 action
Duration: Instantaneous
School: Evocation
Type: Glintstone Sorceries

Create six magical shooting stars which pursue a target of your choice. One of the
glintstone sorceries of the Academy of Raya Lucaria.
For each star, roll a separate attack roll (or roll once to determine all six). On a hit,
target takes 2d4 - 1 force damage.
Damage for each star increases by 1d4 for every spell slot above 2nd.
Scholar's Shield
Level: 3
Range: self
Casting Time: reaction
Duration: until caster’s next turn
School: Evocation
Type: Glintstone Sorcery

As a reaction, cast a magical Scholar’s Shield which increase your AC by +5, this
lasts until the end of your next turn.

One of the glintstone sorceries of the Academy of Rays Lucaria. Taught to the
Knights of the Cuckoo by the academy as payment for their contract.

For each spell slot above 3th, the AC increased by +1

Shatter Earth

Level: 3
Range: Self
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Glintstone Sorcery

Thrust your fist into the ground, creating a mayicsl shockwave of 30ft. radius, Targets
within the range make spell saving throw. Halve the damage of 3d8 force if succeed and
suffer full if failed.
The caster may follow up with a normal attack from physical weaponries as a bonus
action after. Alternatively, the shockwave damage can be increased by 1d8 as a bonus
action.
This spell’s damage is increased by 1d8 for each spell slot above 3th.

Allow a normal attack from physical weaponries as a bonus action after.

One of the glintstone sorceries of the Academy of Raya Lucaria. Used by the glintstone
miners of the crystal tunnel. At the academy, use of this sorcery was a stigma that marked
out failed scholars.
Shard Spiral
Level: 3
Range: 60ft.
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Glintstone Sorcery

Fire two projectiles that form a spirial as they travel in a straight line. From the caster
to any point 60ft. away from the source. The projectile doesn’t stop until it travels for
60ft. or it hits a wall. Any target caught in the line will be hit by this spell. On a hit,
target suffers 4d8 force damage.

One of the glintstone sorceries of the Academy of Raya Lucaria.

This spell’s damage is increased by 1d8 at 7th, 10th and 17th level.

Crystal Burst
Level: 3
Range: self
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Glintstone Sorcery
Fire a burst of glintstone crystal shards that spreads out in a 30ft. cone. Targets
caught in it suffer 3d force damage on a fail saving throw and half on a success.

If the target is within 10ft. from the caster, the caster gains advantage on the attack
roll and doubles the damage.
One of the glintstone sorceries of the Academy of Raya Lucaria

This spell’s damage is increased by 1d6 for each spell slot level above 4th.
Comet
Level: 4
Range: 60ft
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Glintstone Sorcery
Launch a large magical comet from the caster to strike a target within range. On a hit,
the target suffers 10d6 force damage.
This spell’s damage is increased by 1d6 for each spell slot level above 4th.

Crystal Barrage
Level: 4
Range: 60ft
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Glintstone Sorcery

Fire a volley of glintstone crystal shards that deals 1d4 force damage. At the end of each turn
after this spell has been casted for 10 turns. The caster can fire another crystal shard that
deal 1d8 force damage to the same target or a target 10ft. away from the initial target but the
damage will be reduced to 1d4 per hit. The combo still resumes even after the caster had
taken damage.
One of the glintstone sorceries of the Academy of Raya Lucaria.

This spell’s damage is increased by 1d4 for each spell slot above 4th
Gavel of Haima

Level: 5
Range: 10ft.
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Glintstone Sorcery

Summon a magical greathammer and slam it down, dealing 5d8 bludgeoning damage in a
5ft. radius to all targets, or halve if they succeed a spellcasting saving throw (which can be
calculated with strength instead if you wish). This spell ignores AC granted from shield or
cover.

This spell’s base damage is increased by 1d8 for each slot above 5th

Rock Blast

Level: 5
Range: Self
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Glintstone Sorcery

Thrust your fist into the ground, creating a magical shockwave of 50ft. radius,
Targets within the range make spell saving throw. Halve the damage of 4d8 force if
succeed and suffers full and be knocked prone if failed.

This spell’s base damage is increased by 1d8 for each slot above 5th
Allow a normal attack from physical weaponries as a bonus action after.
One of the glintstone sorceries of the Academy of Raya Lucaria. An enhanced
version of the sorcery used by the glintstone miners.
Cannon of Haima
Level: 6
Range: 30ft.
Casting Time: 1 action (+5 turns)
Duration: instantaneous
School: Evocation
Type: Glintstone Sorcery

Lob an explosive magical projectile that rapidly flies in an arc toward targets within
range. This spell deals 5d12 force damage if casted instantly to a single target, however
the caster can charge every turn which adds 1d8 force to the total damage. If the
caster is hit in any form (other than passive damage), the spell is instantly casted with
accumulated charge with disadvantage.

If the caster decided to end their charge or the charge had reached 5, the spell is
instantly casted. On a hit, target suffers 5d12 + nd8 force damage where n is the
number of turn charged.

This spell’s base damage is increased by 1d8 for each slot above 6th
Drawn from the conspectus of Haima, the adjudicator of the academy, this sorcery
employs might as a means to quell conflict.
Incantation

Urgent Heal
Level: 1
Range: 30ft.
Casting Time: 1 bonus action
Duration: instantaneous
School: Evocation
Type: Two Fingers Incantations

As a bonus action, heal a single target within range with the blessing of the Two
Fingers by 2d10 HP.

Assassin's Approach
Level: 1
Range: self
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Two Fingers Incantation

As an action, cast yourself with the incantation used by Tarnished assassins to


completely silence the footsteps of the caster and the sound produced by falling.
Additionally, take no fall damage from a 60ft. drop.

Poison Mist
Level: 1
Range: 10ft.
Casting Time: 1 action
Duration: instantaneous
School: Conjuration
Type: Servants of Rot Incantation
As an action, release a poisonous mist with a radius of 15ft. that lingers for 3
rounds. Any creature within the mist make a DC 15 constitution saving throw or
be poisoned at the end of every turn. The caster and their allies aren’t affected by
the poison.

For each spell slot level above 1st, the DC increases by 2


Shadow Bait
Level: 2
Range: 10ft.
Casting Time: 1 action
Duration: instantaneous
School: Illusion
Type: Two Fingers Incantation

As an action, create a pale gold shadow of yourself which lures creatures’ aggression
toward them.
The shadow has a HP of 1 and AC same as yours. It takes its own initiative which is
immediately after the caster’s turn. During its turn, the only action it can take is dash.

Perhaps the Two Finger saw the fine work of a Tarnish warrior who manifested his shadow
as a mean of offending and was inspired by it.

Rejection
Level: 2
Range: self
Casting Time: 1 action
Duration: instantaneous
School: Evocation
Type: Two Fingers Incantation
As an action, push all targets within 30ft. radius away from you.

Targets make a strength saving throw DC 17, if fail and its size is the same or smaller than
you. It’s pushed back 30ft.

For targets a size larger than you the push value becomes 15ft.
Targets larger than this take no effects.

For every spell slots level above 2nd, the DC increases by 1


Cure Poison
Level: 2
Range: 30ft.
Casting Time: 1 bonus action
Duration: instantaneous
School: Conjuration
Type: Two Fingers Incantation

As a bonus action, choose a single target within range to receive the Two Finger’s
blessing and cure poison status effect.

Heal
Level: 2
Range: 60ft.
Casting Time: 1 action
Duration: instantaneous
School: Conjuration
Type: Two Fingers Incantation

As an action, select one ally within range to heal them with the blessing of the Two
Fingers Incantation by 2d10 HP.
For every spell slot level after 2nd, the HP heal is increased by 1d10.

Divine Forticiation
Level: 3
Range: 30ft.
Casting Time: 1 bonus action
Duration: instantaneous
School: Abjuration
Type: Two Fingers Incantation

As an action, choose a target within reach to cast a fortification that increases holy
defense.

The target now becomes resistance against radiant damage for 1 round.
Lightning Forticiation
Level: 3
Range: 30ft.
Casting Time: 1 bonus action
Duration: instantaneous
School: Abjuration
Type: Two Fingers Incantation
As an action, choose a target within reach to cast a fortification that increases lightning
defense.
The target now becomes resistance against lightning damage for 1 round.

Fire Forticiation
Level: 3
Range: 30ft.
Casting Time: 1 bonus action
Duration: instantaneous
School: Abjuration
Type: Two Fingers Incantation

As an action, choose a target within reach to cast a fortification that increases fire defense.

The target now becomes resistance against fire damage for 1 round.

Magic Forticiation
Level: 3
Range: 30ft.
Casting Time: 1 bonus action
Duration: instantaneous
School: Abjuration
Type: Two Fingers Incantation

As an action, choose a target within reach to cast a fortification that increases force
defense.

The target now becomes resistance against force damage for 1 round.
Lord’s Divine Forticiation
Level: 5
Range: 30ft.
Casting Time: 1 action
Duration: instantaneous
School: Abjuration
Type: Two Fingers Incantation

As an action, choose a target within reach to cast a fortification that nullify holy damage.

The target now becomes immune against radiant damage for 3 rounds.

Great Heal
Level: 5
Range: 60ft.
Casting Time: 1 action
Duration: instantaneous
School: Conjuration
Type: Two Fingers Incantation

As an action, select one ally within range to heal them with the blessing of the Two Fingers
Incantation by 6d10 HP.
For every spell slot level after 2nd, the HP heal is increased by 1d10.

Lord’s Heal
Level: 9
Range: 60ft.
Casting Time: 1 action
Duration: instantaneous
School: Conjuration
Type: Two Fingers Incantation
As an action, select one ally within range to heal them with the blessing of the Two Fingers
Incantation by 12d10 HP and cure all abnormalities' effects.

This incantation is bestowed by the Two Fingers upon the Tarnished who are deemed
worthy of becoming the Elden Lord.
Ashes of War
When long rest, you may adjust your armaments' skill using Ashes of War, memories
of past battle left to these days in form of ashes.

Infusing Ashes of War grants the armaments different useful skills as well as affinity
option, affinities alter the armaments' stats and damage. Alternatively you can stick
to Standard to use the armaments as normal.

Ashes of War needed to be obtained first in order to infuse and use them. Ashes can
only be applied to a single armaments and can be removed at will during long rest.
Armaments with special skill can't be infused with a new Ashes of War.

Heavy Flame Art


• Apply heavy property • This weapon’s damage is changed to fire
• Remove finesse property • Apply finesse property
• Remove heavy property
Keen
• Apply finesse property Lightning
• Remove heavy property • This weapon’s damage is changed to
lightning
Quality
• Attack and damage proficiency Sacred
bonus is increased by half its • This weapon’s damage is changed to
value rounded down radiant
• Shield’s AC bonus is increased
by half the proficiency bonus
rounded down Poison
• This weapon’s damage is changed to
Magic poison
• This weapon can use • Target makes constitution saving throw
intelligence instead for both DC equals to pure damage or be
attack and damage poisoned
Holy
• This weapon can use wisdom Blood
instead for both attack and • Target makes strength saving throw DC
damage equals to pure damage or suffer blood
loss
Cold
• This weapon’s damage is
changed to cold Occult
• This weapon can use charisma instead
Fire for both attack and damage
• This weapon’s damage is
changed to fire
• Apply heavy property
• Remove finesse property
Parry
Affinity: Standard
Usable on: daggers, curved swords, thrusting swords, fists, claws, and small and medium
shields.
Limitation: 5 times per long rest

When another creature damages you with a melee attack, you can use your reaction
before the creature attacks you to roll a dexterity saving throw DC of the creature’s AC
roll. If successful, you take no damage and the creature can be opportunity attacked.

Unsheathe
Affinity: Keen
Usable on: katana and longsword

As an action you can ready your blade, holding it at the hip in a composed stance. Your
movement becomes 0 and your turn ends here. For that round, if any creature attacks
you, you can use your reaction to deliver an attack with your weapon with advantage
before the creature initiates its attack.

Kick
Affinity: Heavy
Usable on: all melee armaments
As an action, kick your foe with a powerful force. The target suffers 1d4 force damage
and any shield they’re currently equipping is disarmed.

Square Off
Affinity: Quality
Usable on: straightsword
As an action, you ready your straightsword, holding it parallel to the ground, your
movement becomes 0 and your turn ends here. For that round, if any creature attacks
you, you can use your reaction to deliver an attack with your weapon. If that creature is
holding a shield, it’s disarmed.

Determination
Affinity: Quality
Usable on: all melee armaments
Limitation: 3 times per long rest
As an action, you hold the flat of the armament to your face and pledge your resolve.
Granting an extra 1d8 damage to all allies’ next attack within 15ft. radius.
Sweeping Stamp
Affinity: Heavy
Usable on: all swords, axes and hammers
Limitation: 2 times per long rest
As an action, sweep your armament around you with the radius the equivalent of the
weapon’s reach. Immediately at the end of the next turn, you sweep your armament
again repeating the previous attack. This skill is useful when surrounded by enemies.

Bloody Slash
Affinity: Blood
Usable on: all swords
Limitation: 2 times per long rest

As an action, slash yourself with your sword, suffering the damage equivalent to your
weapon’s damage. Then unleash 30ft. wide cone of rending blood slash, dealing an
additional slash damage equivalent to damage inflicted on yourself.

The same blood loss rule applies to creatures gotten hit by the slash (with the DC
modified by the additional slash damage).

Targets that succeed saving throw take half damage and no blood loss.

Ground Slam
Affinity: Heavy
Usable on: all melee armaments
Limitation: 2 times per long rest

As an action, jump high into the air and crash down on the ground, dealing the same
damage as your weapon to the target and the target being knocked prone.

If the target succeeds the saving throw, it takes half damage and isn’t knocked prone.

Sacred Blade
Affinity: Sacred
Usable on: melee armaments except fist, whip and claw
Limitation: 2 times per long rest.

As an action, fire off a golden blade projectile to a single target up to 120ft. which deals
radiant damage equivalent to that of your weapon’s damage.
Useful against the undead.
White Shadow Lure
Affinity: Occult
Usable on: all melee armaments
As an action, create a white shadow which lures in foes who aren’t in combat. If they’ve
seen you, the lure will not work.

Assassin’s Gambit
Affinity: Occult
Usable on: all swords
Limitation: once per long rest

As an action, slash yourself and take the weapon’s damage. The damage taken is the
number of turns your presence masks and your foot-step silences.

If you were to come in contact with any foes, whether through yourself or your armaments,
your invisibility is broken.
Stormveil's Art of War

Storm Wall
Affinity: Standard
Usable on: all shields
Limitation: 5 times per long rest

As a reaction before the creature rolls AC, swing your shield to create a wall of storm in
front of you. Roll a dexterity saving throw DC of the creature’s AC roll. If successful and if
the deflected attack is melee, you take no damage and the creature can be opportunity
attacked.

If the deflected attack is a physical projectile such as arrows, bolts, bombs, pots etc. it may
be deflected back to anyone within range. Deflected projectile can’t travel past you as a
deflector.

If the projectile is an area of effect type, assume the DC to be 17.

Storm Stomp
Affinity: Quality
Usable on: all melee armaments
Limitation: 3 times per long rest

As an action, stomp hard on the ground to kick up a momentary storm channeled from the
tempests of Stormveil. Dealing half the damage of your weapon to all targets within 20ft.
radius and be knocked back 20ft.

If the target succeeds saving throw, it takes half damage and isn’t knocked back.

Storm Blade
Affinity: Quality
Usable on: all swords
Limitation: 3 times per long rest
As an action, surround your armament with shearing storm winds and fire forward in a
straight line up to 30ft.
Any target caught in its path suffers damage equivalent to half of the weapon’s damage and
be pushed back 10ft.

On a successful saving throw, take half damage and isn’t pushed back.
Stormcaller
Affinity: Quality
Usable on: all melee armaments capable of slashing
Limitation: once per long rest

As an action, spin your armament around yourself to create a surrounding storm winds of
20ft. radius. Dealing half the damage of your weapon to all targets within range and being
knocked back 10ft away from you. If the target succeeds saving throw, it takes half damage
and isn’t knocked back.

The storm winds stay until the caster’s end of next turn and if any target ends its turn within
the storm winds’ radius. It suffers half the damage of your weapon to all targets within range
and being knocked back 10ft away from you. If the target succeeds saving throw, it takes half
damage and isn’t knocked back.

Storm Assault
Affinity: Quality
Usable on: all polearms, halberd, greatsword, thrusting sword and twinblades
Limitation: once per long rest
As an action, leap forward through a surrounding storm winds of 20ft. Dealing half the
damage of your weapon to all targets within range and being knocked back 10ft away from
you. If the target succeeds saving throw, it takes half damage and isn’t knocked back.
Immediately at the end of the next turn, thrust your armament down up to 30ft. away from
your original leaping point, creating a hurricane storm of 30ft. which deal full damage of your
weapon to all targets within range and be knocked back 20ft. away from you. If the target
succeeds saving throw, it takes half damage and isn’t knocked back.
Between the end of your turn and the end of the next turn, you’re airborne 50ft. above the
ground with a whirlwind surrounding you.

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