Level 5: Difference between revisions

9,307 bytes added ,  20:18, 23 December 2022
 
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{| class="wikitable"
{| class="wikitable"
|+ Babble (Bard, Sorcerer, Warlock, Wizard)
|+ Babble (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
| Level: 5 || Casting Time: 1 Action || Enchantment
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|}
|}
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br>
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br>
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast.<br>
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows.<br>
The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.
s an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.




{| class="wikitable"
{| class="wikitable"
|+ Banishing Smite (Paladin)
|+ Banishing Smite (Maledictor, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Bonus Action || Abjuration
| Level: 5 || Casting Time: 1 Bonus Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Blazing Thunderbolt Strike (Paladin, Sorcerer, Warlock, Wizard)
|+ Blazing Thunderbolt Strike (Maledictor, Paladin, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Bonus Action || Evocation
| Level: 5 || Casting Time: 1 Bonus Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Circle of Power (Paladin)
|+ Circle of Power (Maledictor, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
| Level: 5 || Casting Time: 1 Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Curse of Befouled Luck (Cleric, Warlock)
|+ Curse of Befouled Luck (Cleric, Maledictor, Warlock)
|-
|-
| Level: 5 || Casting Time: 1 Action || Necromancy
| Level: 5 || Casting Time: 1 Action || Necromancy
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{| class="wikitable"
{| class="wikitable"
|+ Dispel Evil and Good (Cleric, Paladin)
|+ Dispel Evil and Good (Cleric, Maledictor, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
| Level: 5 || Casting Time: 1 Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Dominate Person (Bard, Sorcerer, Wizard)
|+ Dominate Person (Bard, Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
| Level: 5 || Casting Time: 1 Action || Enchantment
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{| class="wikitable"
{| class="wikitable"
|+ Far Step (Sorcerer, Warlock, Wizard)
|+ Far Step (Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Bonus Action || Conjuration
| Level: 5 || Casting Time: 1 Bonus Action || Conjuration
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{| class="wikitable"
{| class="wikitable"
|+ Fingers of Lightning (Sorcerer, Wizard)
|+ Fingers of Lightning (Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Evocation
| Level: 5 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Hold Monster (Bard, Sorcerer, Warlock, Wizard)
|+ Hold Monster (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
| Level: 5 || Casting Time: 1 Action || Enchantment
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{| class="wikitable"
{| class="wikitable"
|+ Legend Lore (Bard, Cleric, Wizard)
|+ Legend Lore (Bard, Cleric, Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 10 Minutes || Divination
| Level: 5 || Casting Time: 10 Minutes || Divination
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|}
|}
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.<br>
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.<br>
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of The Stone, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."




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{| class="wikitable"
{| class="wikitable"
|+ Mislead (Bard, Wizard)
|+ Mislead (Bard, Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Illusion
| Level: 5 || Casting Time: 1 Action || Illusion
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{| class="wikitable"
{| class="wikitable"
|+ Modify Memory (Bard, Wizard)
|+ Modify Memory (Bard, Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
| Level: 5 || Casting Time: 1 Action || Enchantment
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{| class="wikitable"
{| class="wikitable"
|+ Passwall (Wizard)
|+ Passwall (Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
| Level: 5 || Casting Time: 1 Action || Transmutation
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{| class="wikitable"
{| class="wikitable"
|+ Planar Binding (Bard, Cleric, Druid, Wizard)
|+ Planar Binding (Bard, Cleric, Druid, Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
| Level: 5 || Casting Time: 1 Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Reincarnate (Druid)
|+ Reincarnate (Druid, Shaman)
|-
|-
| Level: 5 || Casting Time: 1 Hour || Transmutation
| Level: 5 || Casting Time: 1 Hour || Transmutation
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'''79-80.''' Otterfolk<br>
'''79-80.''' Otterfolk<br>
'''81-82.''' Shifter<br>
'''81-82.''' Shifter<br>
'' 83-84.''' Ursan<br>
'''83-84.''' Ursan<br>
'''85-86.''' Tortle<br>
'''85-86.''' Tortle<br>
'''87-88.''' Treant<br>
'''87-88.''' Treant<br>
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'''94-100.''' Reroll<br>
'''94-100.''' Reroll<br>
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.


{| class="wikitable"
{| class="wikitable"
|+ Rejuvenate (Cleric, Druid)
|+ Rejuvenate (Cleric, Druid, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Action || Necromancy
| Level: 5 || Casting Time: 1 Action || Necromancy
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
You imbue one creature that you touch as part of casting the spell with a magic that revitalizes and protects. Until the spell ends, at the start of each of the target's turns, it regains 1d8 hit points and gains a number of temporary hit points equal to 3d6 + twice your spellcasting ability modifier.
You imbue one creature that you touch as part of casting the spell with a magic that revitalizes and protects. Until the spell ends, at the start of each of the target's turns, it regains 1d8 hit points and gains a number of temporary hit points equal to 3d6 + twice your spellcasting ability modifier.
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{| class="wikitable"
{| class="wikitable"
|+ Shining Armor US (Cleric, Paladin, Wizard)
|+ Shining Armor (Cleric, Paladin, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Evocation
| Level: 5 || Casting Time: 1 Action || Evocation
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| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a glass orb)
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a glass orb)
|}
|}
You wreathe yourself in weightless magical armoring crafted from plates of pure light. Until the spell ends, you shed bright light in a 20-foot radius and dim light for an extra 20 feet. You also gain the following benefits for the duration:
*When a creature within 10 feet of you hits you with a melee attack, the plates burst with beams of light. The attacker takes 3d6 radiant damage, and other creatures of your choice within 10 feet of you take half that damage.
*Attacks made against you have disadvantage.
*You have resistance to radiant damage.
In addition, if you are critically hit before the spell ends, you can use your reaction to end the spelL causing the plates to explode in a protective blast of light. The attack misses, and the attacker as well as each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn.<br>
When the spell ends, the magical plates vanish.




{| class="wikitable"
{| class="wikitable"
|+ Sinking Maw US (Druid, Sorcerer)
|+ Sinking Maw (Druid, Sorcerer)
|-
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
| Level: 5 || Casting Time: 1 Action || Transmutation
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| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (an antlion shell filled with sand)
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (an antlion shell filled with sand)
|}
|}
Choose a point on the ground that you can see within range. Ground within 30 feet of that point becomes swirling sand until the spell ends. The sand is difficult terrain. Each creature standing on the sand when the spell is cast must make a Dexterity saving throw. Any creature that enters the area for the first time on a turn or starts its turn within the area must also make the saving throw. On a failure, a creature sinks halfway into the sand and becomes restrained by the ground.<br>
Until the spell ends, if a creature ends its turn while restrained by the ground in this way, it is pulled up to 10 feet toward the center of the area. A restrained 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 and clambers onto the surface.<br>
When the spell ends, either because your concentration is broken or because you decide to end it, the ground returns to the solid form it had before the spell was cast. Each creature restrained by the spell must make a Constitution saving throw. A creature takes 9d6 nonmagical bludgeoning damage on a failed save, or half as much damage on a success. Creatures are still restrained by the solid ground (not by any creature or spell) until they escape, and they have disadvantage on ability checks made to escape solid ground.<br>
Creatures with a burrowing speed can't be restrained by the ground using this spell.


{| class="wikitable"
{| class="wikitable"
|+ Skill Empowerment (Bard, Sorcerer, Wizard)
|+ Skill Empowerment (Bard, Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
| Level: 5 || Casting Time: 1 Action || Transmutation
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{| class="wikitable"
{| class="wikitable"
|+ Sonic Boom US (Bard, Cleric, Sorcerer, Wizard)
|+ Sonic Boom (Bard, Cleric, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Evocation
| Level: 5 || Casting Time: 1 Action || Evocation
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| Range: 150ft || Duration: Instant || Components: VS
| Range: 150ft || Duration: Instant || Components: VS
|}
|}
A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it explodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened.<br>
Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell's effect.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ldl0 and the distance a creature is pushed increases by 5 feet for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Steel Wind Strike (Bard, Paladin, Wizard)
|+ Steel Wind Strike (Bard, Maledictor, Paladin, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Conjuration
| Level: 5 || Casting Time: 1 Action || Conjuration
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{| class="wikitable"
{| class="wikitable"
|+ Sun Flower US (Druid, Sorcerer, Wizard)
|+ Sun Flower (Druid, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Conjuration
| Level: 5 || Casting Time: 1 Action || Conjuration
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| Range: 30ft || Duration: 10 Minute (Concentration) || Components: VSM (a sunflower seed)
| Range: 30ft || Duration: 10 Minute (Concentration) || Components: VSM (a sunflower seed)
|}
|}
You conjure a huge spectral sunflower which rises from the ground at a point that you can see within range and lasts for the duration. The flower sheds bright light in a 20-foot radius and dim light for an additional 20 feet, which is sunlight. The flower is incorporeal and does not occupy space. You can use a bonus action on each of your turns before the spell ends to cause the flower to release blazing sunlight in a blast. Choose one of the following two options each time you do so.<br>
'''Area Blast.''' Choose either a 15-foot-radius, 100-foot-high cylinder centered on the flower, a 40-foot cone blasting from the flower, or a line 80 feet long and 5 feet wide blasting from the flower. Each creature in the chosen area must make a Constitution saving throw, taking 6d6 radiant damage on a failed save, or half as much damage on a success. Undead and oozes have disadvantage on this roll.<br>
'''Single Target.''' Make a ranged spell attack against a target within 150 feet of the flower that you can see. Determine cover and line of effect for this attack as if it was made from the flower's location rather than your location. On a hit, the target takes 8d6 radiant damage. You have advantage on this attack roll against undead and oozes.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d6 for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Synaptic Static (Bard, Sorcerer, Warlock)
|+ Synaptic Static (Bard, Maledictor, Sorcerer, Warlock)
|-
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
| Level: 5 || Casting Time: 1 Action || Enchantment
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{| class="wikitable"
{| class="wikitable"
|+ Taboo (Bard, Cleric, Druid, Paladin, Wizard)
|+ Taboo (Bard, Cleric, Druid, Maledictor, Paladin, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Minute || Enchantment
| Level: 5 || Casting Time: 1 Minute || Enchantment
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'''Creature.''' You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.<br>
'''Creature.''' You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.<br>
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.<br>
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.<br>
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.<br>
'''Object.''' You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.<br>
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.<br>
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.<br>
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
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{| class="wikitable"
{| class="wikitable"
|+ Telepathic Bond (Wizard)
|+ Telepathic Bond (Malidector, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Divination
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{| class="wikitable"
{| class="wikitable"
|+ Water To Acid US (Warlock, Wizard)
|+ Water To Acid (Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
| Level: 5 || Casting Time: 1 Action || Transmutation
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a vial of acid and a lump of coal)
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a vial of acid and a lump of coal)
|}
|}
Choose a point you can see within range inside a body of water. The portions of that body of water that fit inside a 50-foot cube centered on that point become highly acidic until the spell ends. Any creature that ends its turn within the area takes 7d4 acid damage and must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of its next turn. Objects in the area that aren't being worn or carried also take damage at the end of each of your turns.<br>
While the spell lasts, your magic keeps the acid in the area from mingling with the surrounding water. When the spell ends, the acid returns to its original form as water.




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'''Trees.''' At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.<br>
'''Trees.''' At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.<br>
'''Roots and Vines.''' At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.<br>
'''Roots and Vines.''' At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.<br>
'''Rocks.''' As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.>
'''Rocks.''' As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.


==== Uncommon Spells ====
==== Uncommon Spells ====
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| Range: 150ft || Duration: Instant || Components: VSM (one piece of ammunition or one thrown weapon)
| Range: 150ft || Duration: Instant || Components: VSM (one piece of ammunition or one thrown weapon)
|}
|}
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.




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| Range: Self || Duration: 1 Minute || Components: V
| Range: Self || Duration: 1 Minute || Components: V
|}
|}
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.<br>
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.




{| class="wikitable"
{| class="wikitable"
|+ Create Golem CC
|+ Create Golem
|-
|-
| Level: 5 || Casting Time: 8 Hours || Transmutation
| Level: 5 || Casting Time: 8 Hours || Transmutation
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| Range: Touch || Duration: Instant || Components: VSM (a hammer, ornate stone, clay sculpture, piece of hair, and gold as determined below, which the spell consumes.)
| Range: Touch || Duration: Instant || Components: VSM (a hammer, ornate stone, clay sculpture, piece of hair, and gold as determined below, which the spell consumes.)
|}
|}
To cast this spell you must first deterine which type of golem you would like to create. The amount of gold listed in consumed when the spell is completed.
*Flesh, 50,000GP
*Clay, 65,000GP
*Stone, 80,000GP
*Iron, 100,000
After you complete the spell the golem is created, animated, under your control, and it understands and obeys your spoken commands.




{| class="wikitable"
{| class="wikitable"
|+ Disenchantment CC
|+ Disenchantment
|-
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
| Level: 5 || Casting Time: 1 Action || Abjuration
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| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS
|}
|}
You disrupt magic in a 20ft radius sphere at a point you choose in range.<br>
'''Magic Item Disruption''' All non-artifact magic items in the sphere have their magic suppressed and become mundane items for 8 hours.<br>
'''Dispel Magic.''' Any active spell of 4th level or lower or other magical effect on a creature or an object in the sphere is dispelled. For each spell of 5th level or higher on a creature or object, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.<br>
'''Creatures and Objects.''' A creature or object summoned or created by magic must make a Constitution saving throw. On a failure, the creature or object winks out of existence. On a success, the creature or object winks out of existence, then instantly the target reappears in the space it left or in the nearest unoccupied space if that space is occupied at the end of its next turn.<br>
'''Sever Magical Connection.''' A creature capable of casting spells or using teleportation or planar travel must make a saving throw using its spellcasting ability with disadvantage. On a failure, the creature is unable to cast spells, or travel magically. The affected target must make a saving throw using its spellcasting ability at the end of each of its turns. On a successful save, this effect ends. On a success, if the creature attempts to cast a spell with a casting time of 1 action or travel magically before the end of its next turn, roll a d20. On an 11 or higher, the spell or magical travel attempt doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell or magical travel attempt. If it can't, the spell or magical travel attempt is wasted.




{| class="wikitable"
{| class="wikitable"
|+ Permanency CC
|+ Permanence
|-
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 60ft || Duration: Instant || Components: VM (500GP per )
| Range: 60ft || Duration: Until you cast another spell || Components: VSM (Special)
|}
 
 
{| class="wikitable"
|+ Sphere of Annihilation CC
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 1 Round || Components: VSM (a pinch of dust from a disintegrated creature)
|}
 
 
{| class="wikitable"
|+ Swift Quiver
|-
| Level: 5 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a quiver containing at least one piece of ammunition)
|}
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The next spell you cast during the duration of this spell has its duration become "Until Dispelled".<br>
The material components for this spell are consumed after you cast your next spell. These material components are a number of ley-stones equal to the level of the spell cast, worth 500GP each. Additionally, you lose 500XP per level of the spell cast. This XP can be taken from any number of willing creatures evenly.<br>
Due to the nature of this spell, the DM can veto any spell that would be made permanent by this spell. If this is done, the XP and ley-stones are not consumed and you regain the Spell Slot used to cast this spell.<br>
This spell is intended to make awesome bases or give characters awesome abilities, such as permanent flight or darkvision.