Level 4: Difference between revisions

17,595 bytes added ,  20:41, 4 November 2022
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=== N-Z ===
=== N-Z ===
{| class="wikitable"
{| class="wikitable"
|+ Nature's Balance CC (Druid)
|+ Nature's Balance (Druid)
|-
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
| Level: 4 || Casting Time: 1 Action || Transmutation
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| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
|}
You touch a willing creature. For the duration, one of your ability scores of your choice decreases by 4, and the same ability score for the target increases by 4. You can't lower your ability score to less than 3, and you can't increase a target's ability score to more than 24.
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the ability score change increases by 1 for each slot level above 4th.




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| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.




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| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a caterpillar cocoon)
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a caterpillar cocoon)
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|}
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.<br>
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.<br>
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.<br>
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.<br>
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.




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| Range: 120ft || Duration: 24 Hours || Components: VSM (a third sheet of heat, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite)
| Range: 120ft || Duration: 24 Hours || Components: VSM (a third sheet of heat, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite)
|}
|}
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.<br>
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
*Sound can't pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
*Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
*Creatures in the area can't be targeted by divination spells.
*Nothing can teleport into or out of the warded area.
*Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.<br>
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.




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| Range: 120ft || Duration: Instant || Components: V
| Range: 120ft || Duration: Instant || Components: V
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|}
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 can’t see it. If the named target isn’t within range, the lance dissipates without effect.<br>
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 isn’t incapacitated.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.




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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a hemispherical piece of clear crystal and matching hemispherical piece of gum arabic)
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a hemispherical piece of clear crystal and matching hemispherical piece of gum arabic)
|}
|}
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.<br>
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.<br>
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.<br>
A disintegrate spell targeting the globe destroys it without harming anything inside it.




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| Range: Touch || Duration: Instant || Components: VSM (an exquisite chest, 3x2x2ft, constructed form rare materials worth at least 5,000GP, and a Tiny replica made from the same material worth at least 50GP)
| Range: Touch || Duration: Instant || Components: VSM (an exquisite chest, 3x2x2ft, constructed form rare materials worth at least 5,000GP, and a Tiny replica made from the same material worth at least 50GP)
|}
|}
You hide a chest, and all its contents, on the Second Ward. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).<br>
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Second Ward by using an action and touching both the chest and the replica.<br>
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.




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| Range: 10ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (an undead eyeball encased in a gem worth at least 150GP)
| Range: 10ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (an undead eyeball encased in a gem worth at least 150GP)
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|}
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.<br>
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.




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| Range: 120ft || Duration: Instant, 10 Minutes (Concentration) || Components: VS
| Range: 120ft || Duration: Instant, 10 Minutes (Concentration) || Components: VS
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Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.<br>
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.




{| class="wikitable"
{| class="wikitable"
|+ Solipsism CC (Bard, Sorcerer, Warlock)
|+ Solipsism (Bard, Sorcerer, Warlock)
|-
|-
| Level: 4 || Casting Time: 1 Action || Illusion
| Level: 4 || Casting Time: 1 Action || Illusion
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| Range: 120ft || Duration: 1 Round || Components: VSM (a crushed button worth at least 1CP)
| Range: 120ft || Duration: 1 Round || Components: VSM (a crushed button worth at least 1CP)
|}
|}
You create the image on an object, a creature, or some other visible phenomenon that is no larger than a 40-foot cube. The image appears at a spot that you can see within range and lasts for the duration. All creatuers other than you can immediately identify as an illusion. As long as you believe in it, you may treat it as real. A creature other than you may make a wisdom save to attempt to believe in it, and are able to treat it as real on a succesful save.




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| Range: 10ft || Duration: 10 Minutes || Components: VSM (25GP, or mineral goods of equivalent value, which the spell consumes)
| Range: 10ft || Duration: 10 Minutes || Components: VSM (25GP, or mineral goods of equivalent value, which the spell consumes)
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|}
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.<br>
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.<br>
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.<br>
'''At Higher Levels.''' When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.




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| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
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|}
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.




{| class="wikitable"
{| class="wikitable"
|+ Steam Strike US (Druid, Sorcerer, Wizard)
|+ Steam Strike (Druid, Sorcerer, Wizard)
|-
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
| Level: 4 || Casting Time: 1 Action || Conjuration
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| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS
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|}
You launch a curling blast of scalding hot steam at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 11d4 fire damage and must succeed on a Constitution saving throw or become Blinded for 1 minute. It repeats the saving throw at the end of each of its turns, ending the blindness on a success. On a miss, the target takes half damage and is not blinded.<br>
Hit or miss, the target's space is filled with steam and mist that makes it lightly obscured until the end of your next turn or until a wind of any speed disperses it.
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 2d4 for each slot level above 4th.




{| class="wikitable"
{| class="wikitable"
|+ Stockade Sprouts US (Druid)
|+ Stockade Sprouts (Druid)
|-
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
| Level: 4 || Casting Time: 1 Action || Conjuration
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| Range: 90ft || Duration: 1 Hour (Concentration) || Components: VSM (an acorn for each tree sprouted)
| Range: 90ft || Duration: 1 Hour (Concentration) || Components: VSM (an acorn for each tree sprouted)
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|}
You cause up to four trees to magically sprout at locations of your choice that you can see on the ground within range. Each creature that is directly above one of the locations must make a Dexterity saving throw, as the trees suddenly grow to full size and form cages with their branches. On a success, a creature can use its reaction to move up to half its speed to an unoccupied space to escape the branches. If it does not, it is trapped by the branches of the growing tree.<br>
Each creature trapped inside the branches is restrained and held at the top of the tree. A trapped creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.<br>
You decide each tree's height. They can be as short as 5 feet and as tall as 20 feet. The trunks of the trees are 3 feet wide. The trees are solid objects that provide cover, and the tops of the trees are lightly obscured by leaves. The insides of the branch cages are lined with poisonous leaves and vines. Once per turn when a trapped creature makes a weapon attack or fails an ability check to escape, it must succeed on a Constitution saving throw or take 3d6 poison damage.<br>
When the spell ends, the trees vanish, and any creatures trapped inside are freed. A freed creature falls if it cannot fly or climb the tree using a climbing speed.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the number of trees you can cause to sprout increases by one for each slot level above 4th.




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| Range: Touch || Duration: Instant || Components: VSM (soft clay, which must be worked into roughly the desired shape of the stone object)
| Range: Touch || Duration: Instant || Components: VSM (soft clay, which must be worked into roughly the desired shape of the stone object)
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|}
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.




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| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (diamond dust worth 100GP, which the spell consumes)
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (diamond dust worth 100GP, which the spell consumes)
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|}
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.




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| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VS
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|}
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.<br>
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.<br>
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.




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| Range: 150ft || Duration: Instant || Components: VSM (a drop of giant slug bile)
| Range: 150ft || Duration: Instant || Components: VSM (a drop of giant slug bile)
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You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.




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| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of phosphorous)
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of phosphorous)
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|}
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.<br>
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.<br>
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.




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| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a droplet of water)
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a droplet of water)
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You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.<br>
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.<br>
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.<br>
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.<br>
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.




{| class="wikitable"
{| class="wikitable"
|+ Wind Funnel US (Druid, Sorcerer, Warlock)
|+ Wind Funnel (Druid, Sorcerer, Warlock)
|-
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
| Level: 4 || Casting Time: 1 Action || Transmutation
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| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (an empty bottle with a stopper)
| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (an empty bottle with a stopper)
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|}
You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone toward you, creating a 60-foot cone blasting out from you that spreads around corners. Each other creature in the area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 bludgeoning damage, and it is pulled 30 feet closer to you and knocked prone. On a successful saving throw, a creature takes half damage and isn't pulled or knocked prone.<br>
Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell's effect, but a cushion of air that swirls around you stops their movement before they enter your space or damage you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage dealt increases by ld8 for each slot level above 4th.