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| Level: 6 || Casting Time: 10 Minutes || Conjuration || Bard, Cleric, Druid | | Level: 6 || Casting Time: 10 Minutes || Conjuration || Bard, Cleric, Druid | ||
|- | |- | ||
| Range: Self || Duration: Instant || Components: VSM (a gem-encrusted bowl worth 100+GP which the Spell consumes || Divine, Primal | | Range: Self || Duration: Instant || Components: VSM (a gem-encrusted bowl worth 100+ GP which the Spell consumes || Divine, Primal | ||
|} | |} | ||
You conjure a feast that appears on a surface in an unoccupied 10ft Cube next to you. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve Creatures can partake of the feast.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | A creature that partakes gains several benefits, which last for 24 hours. The Creature has Resistance to Poison Damage, and it has Immunity to the Frightened and Poisoned Conditions. Its HP Maximum also increases by 2d10, and it gains the same number of HP.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can have four additional Creatures take part in the feast and increase the HP Maximum increase by 1d10 for each Slot Level above 6th. | |||
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Primal | | Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Primal | ||
|} | |} | ||
Flames race across your body, shedding Bright Light in a 30ft Radius and Dim Light for an additional 30ft for the Spell’s Duration. The flames don’t harm you. Until the Spell ends, you gain the following benefits:<br> | |||
*You are Immune to Fire Damage and have Resistance to Cold Damage.<br> | |||
*Any Creature that moves within 5ft of you for the first time on a Turn or ends its Turn there takes 1d10 Fire Damage.<br> | |||
*You can use your Action to create a line of fire 15ft long and 5ft wide extending from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A Creature takes 4d8 Fire Damage on a Failed Save, or half as much damage on a successful one. | |||
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Primal | | Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Primal | ||
|} | |} | ||
Until the Spell ends, ice rimes your body, and you gain the following benefits:<br> | |||
*You are Immune to Cold Damage and have Resistance to Fire Damage.<br> | |||
*You ignore Difficult Terrain created by ice or snow.<br> | |||
*The ground in a 10ft Emanation is Difficult Terrain for Creatures other than you.<br> | |||
*You can use your action to create a 15ft Cone of freezing wind extending from your outstretched hand in a direction you choose. Each Creature in the Cone makes a Constitution Saving Throw. A Creature takes 4d6 Cold Damage and has its Speed halved until the start of your next Turn on a failed Save, or half as much Damage on a successful one. | |||
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Primal | | Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Primal | ||
|} | |} | ||
Until the Spell ends, bits of rock spread across your body, and you gain the following benefits:<br> | |||
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage.<br> | |||
*You can use your Action to create a small earthquake on the ground in a 15ft Emanation. Other Creatures on that ground in that Area must succeed on a Dexterity Saving Throw or be knocked Prone.<br> | |||
*You ignore Difficult Terrain made of earth or stone. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your Movement there. If you do so, you are ejected to the nearest unoccupied Space, this Spell ends, and you are Stunned until the end of your next turn. | |||
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Primal | | Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Primal | ||
|} | |} | ||
Until the Spell ends, wind whirls around you, and you gain the following benefits:<br> | |||
*Ranged weapon attacks made against you have disadvantage on the attack roll.<br> | |||
*You gain a flying Speed of 60ft.<br> | |||
*You can use your Action to create a 15ft Cube of swirling wind centered on a point you can see within 60ft of you.<br> | |||
*Each Creature in that Area must make a Constitution Saving Throw. A Creature takes 2d10 Bludgeoning Damage on a failed Save, or half as much Damage on a successful one. If a Large or smaller Creature fails the Save, that Creature is also pushed up to 10ft away from the center of the Cube. | |||
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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Arcane | | Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Arcane | ||
|} | |} | ||
One Creature that you can see within Range must make a Wisdom Saving Throw. On a successful Save, the target dances comically until the end of its next Turn, during which it must spend all its Movement to dance in place.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | On a failed Save, the Target has the Charmed Condition for the Duration. While Charmed, the target dances comically, must use all its Movement to dance in place, and has Disadvantage on Dexterity Saving Throws and Attack Rolls, and other Creatures have Advantage on Attack Rolls against it. On each of its Turns, the Target can take an Action to collect itself and repeat the Save, ending the Spell on itself on a success.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th. | |||
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| Level: 6 || Casting Time: 1 Minute || Necromancy || Wizard | | Level: 6 || Casting Time: 1 Minute || Necromancy || Wizard | ||
|- | |- | ||
| Range: Self || Duration: Until Dispelled || Components: VSM (a gem, crystal, or reliquary worth 500+ GP || Arcane | | Range: Self || Duration: Until Dispelled || Components: VSM (a gem, crystal, or reliquary worth 500+ GP) || Arcane | ||
|} | |} | ||
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the Spell’s Material Component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t Move or take Reactions. The only Action you can take is to project your soul up to 100ft out of the container, either returning to your living body (and ending the Spell) or attempting to possess a Humanoid’s body.<br> | |||
You can attempt to possess any Humanoid within 100ft of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The Target makes a Charisma Saving Throw. On a failed Save, your soul enters the Target’s body, and the Target’s soul becomes trapped in the container. On a successful Save, the Target resists your efforts to possess it, and you can’t attempt to possess it again for 24 Hours.<br> | |||
Once you possess a Creature’s body, you control it. Your HP, Hit Dice, Strength, Dexterity, Constitution, Speed, and Senses are replaced by the Creature’s. You otherwise keep your game statistics.<br> | |||
Meanwhile, the possessed creature’s soul can perceive from the container using its own Senses, but it can’t move and it is Incapacitated.<br> | |||
While possessing a body, you can use an Action to return from the host body to the container if it is within 100ft of you, returning the host Creature’s soul to its body. If the host body dies while you’re in it, the Creature dies, and you make a Charisma Saving Throw against your Spell Save DC. On a success, you return to the container if it is within 100ft of you. Otherwise, you die.<br> | |||
If the container is destroyed or the Spell ends, your soul returns to your body. If your body is more than 100ft away from you or if your body is dead, you die. If another Creature’s soul is in the container when it is destroyed, the Creature’s soul returns to its body if the body is alive and within 100ft. Otherwise, that Creature dies.<br> | |||
When the Spell ends, the container is destroyed. | |||
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| Range: 60ft || Duration: Instant (Concentration) || Components: VM (a snake's tongue) || Arcane | | Range: 60ft || Duration: Instant (Concentration) || Components: VM (a snake's tongue) || Arcane | ||
|} | |} | ||
You suggest a course of activity—described in no more than 25 words—to twelve or fewer Creatures you can see within Range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal Damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level | Each Target must succeed on a Wisdom Saving Throw or have the Charmed Condition for the Duration or until you or your allies deal Damage to the Target. Each Charmed Target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire Duration, but if the suggested activity can be completed in a shorter time, the Spell ends for a Target upon completing it.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level, the duration is 10 Days. When you cast this Spell using a Spell Slot of 8th Level, the duration is 30 Days. When you cast this Spell using a Spell Slot of 9th Level, the Duration is 1 Year and a Day. | |||
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: S || Arcane | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: S || Arcane | ||
|} | |} | ||
You attempt to bind a Creature within an illusory cell that only it perceives. One Creature you can see within Range takes 5d10 Psychic Damage and then must make an Intelligence Saving Throw. The Target succeeds automatically if it is Immune to being Charmed. On a successful Save the Spell ends. On a failed Save you make the area immediately around the Target’s space appear dangerous to it in some way. You might cause the Target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the Target can’t see or hear anything beyond it and is Restrained for the Spell’s Duration. If the Target is moved out of the illusion, makes a Melee Attack through it, or reaches any part of its body through it, the target takes 10d10 Psychic Damage, and the spell ends.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the initial Damage increases by 1d10, the Damage for disrupting the illusion increases by 2d10, and you can Target one additional Creature for each Slot Level above 6th. | ||
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| Range: 120ft || Duration: 2 Hours (Concentration) || Components: VSM (a miniature shovel) || Primal | | Range: 120ft || Duration: 2 Hours (Concentration) || Components: VSM (a miniature shovel) || Primal | ||
|} | |} | ||
Choose an Area of terrain no larger than 40ft on a side within Range. You can reshape dirt, sand, or clay in the Area in any manner you choose for the Duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the Area’s largest dimension. For example, if you affect a 40ft Square, you can create a pillar up to 20ft high, raise or lower the square’s elevation by up to 20ft, dig a trench up to 20ft deep, and so on. It takes 10 Minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | At the end of every 10 Minutes you spend concentrating on the Spell, you can choose a new area of terrain to affect within Range.<br> | ||
This Spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.<br> | |||
Similarly, this Spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the area increases by 20ft and the duration increases by 1 Hour for each Slot Level above 6th. | |||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (an object engraved with a symbol of the Outer Planes, worth 500+ GP) || Arcane | | Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (an object engraved with a symbol of the Outer Planes, worth 500+ GP) || Arcane | ||
|} | |} | ||
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the Spell ends:<br> | |||
*You are Immune to Fire and Poison Damage (Lower Planes) or Radiant and Necrotic Damage (Upper Planes).<br> | |||
*You are Immune to the Poisoned Condition (Lower Planes) or the Charmed Condition (Upper Planes).<br> | |||
*Spectral wings appear on your back, giving you a Flying Speed of 40ft.<br> | |||
*You have a +2 bonus to AC.<br> | |||
*All your Weapon Attacks are Magical, and when you make a Weapon Attack, you can use your Spellcasting Ability Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls.<br> | |||
*You can Attack one additional time when you take the Attack Action on your Turn.<br> | |||
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| Range: 60ft || Duration: Instant || Components: VS || Arcane | | Range: 60ft || Duration: Instant || Components: VS || Arcane | ||
|} | |} | ||
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the Creature appear in an unoccupied Space within Range. If you know a specific Creature’s name, you can speak that name when you cast this Spell to request that creature, though you might get a different creature anyway (DM’s choice).<br> | |||
When the Creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.<br> | |||
Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some Creatures might exchange their service for a quest undertaken by you.<br> | |||
A task that can be measured in Minutes requires a payment worth 100 GP per Minute. A task measured in Hours requires 1,000 GP per Hour. And a task measured in Days (up to 10 Days) requires 10,000 GP per Day. The DM can adjust these payments based on the circumstances under which you cast the Spell. If the task is aligned with the Creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.<br> | |||
After the Creature completes the task, or when the agreed-upon Duration of service expires, the Creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the Creature immediately returns to its home plane. | |||
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a handful of thorns) || Primal | | Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a handful of thorns) || Primal | ||
|} | |} | ||
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within Range on a solid surface and lasts for the Duration. You choose to make the wall up to 60ft long, 10ft high, and 5ft thick or a circle that has a 20ft Diameter and is up to 20ft high and 5ft thick. The wall blocks line of sight.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | When the wall appears, each Creature in its area makes a Dexterity Saving Throw, taking 7d8 Piercing Damage on a failed Save or half as much Damage on a successful one <br> | ||
A Creature can move through the wall, albeit slowly and painfully. For every 1 Foot a Creature moves through the wall, it must spend 4 Feet of Movement (5ft costs 20ft of Speed). Furthermore, the first time a Creature enters a Space in the wall on a turn or ends its Turn there, the Creature makes a Dexterity Saving Throw, taking 7d8 Slashing Damage on a failed Save or half as much Damage on a successful one. A Creature takes this Damage only once per Turn.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, both Damages increase by 1d8 for each Slot Level above 6th. | |||
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| Range: 30ft || Duration: Instant (Concentration) || Components: VSM (fire and holy water) || Primal | | Range: 30ft || Duration: Instant (Concentration) || Components: VSM (fire and holy water) || Primal | ||
|} | |} | ||
You and up to ten willing Creatures of your choice within Range assume gaseous forms for the Duration, appearing as wisps of cloud. While in this cloud form, a Target has a Flying Speed of 300ft and can hover; it has Immunity to the Prone Condition; and it has Resistance to Bludgeoning, Piercing, and Slashing Damage. The only Actions a Target can take in this form are the Dash Action or an Action to begin reverting to its normal form. Reverting takes 1 Minute, during which the target has the Stunned Condition. Until the Spell ends, the Target can revert to cloud form, which also requires an Action followed by a 1 Minute transformation, during which the Target is also Stunned | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | <br> | ||
If a Target is in cloud form and Flying when the effect ends, the Target descends 60ft per Round for 1 Minute until it lands, which it does safely. If it can’t land after 1 Minute, it falls the remaining distance.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes and you can choose up to 5 additional Creatures for each Slot Level above 6th. | |||
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| Range: 5ft || Duration: Instant || Components: V || Divine | | Range: 5ft || Duration: Instant || Components: V || Divine | ||
|} | |} | ||
You and up to five willing Creatures within 5ft of you instantly teleport to a previously designated sanctuary. You and any Creatures that teleport with you appear in the nearest unoccupied Space to the spot you designated when you prepared your sanctuary (see below). If you cast this Spell without first preparing a sanctuary, the Spell has no effect.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | You must designate a location, such as a temple, as a sanctuary by casting this Spell there.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can target 5 additional Creatures and the Range increases by 10ft for each Slot Level above 6th. | |||