Level 6: Difference between revisions

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You launch a lightning bolt toward a Target you can see within range. Three bolts then leap from that Target, striking up to three Targets of your choice within 30ft of the first Target. Each Target can only be hit by a single bolt.<br>
You launch a lightning bolt toward a Target you can see within range. Three bolts then leap from that Target, striking up to three Targets of your choice within 30ft of the first Target. Each Target can only be hit by a single bolt.<br>
Each Target makes a Dexterity saving throw, taking 10d8 Lightning Damage on a failed Save or half as much Damage on a successful one.
Each Target makes a Dexterity saving throw, taking 10d8 Lightning Damage on a failed Save or half as much Damage on a successful one.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, One additional bolt leaps from the first target for each Slot Level above 6th.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, One additional bolt leaps from the first target for each Slot Level above 6th.


=== Circle of Death ===
=== Circle of Death ===
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Choose a Spell of 5th Level or lower that you can cast, that has a casting time of 1 Action or shorter, and that can target you. You cast that Spell—called the Contingent Spell—as part of casting Contingency, expending Spell Slots for both, but the contingent Spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.<br>
Choose a Spell of 5th Level or lower that you can cast, that has a casting time of 1 Action or shorter, and that can target you. You cast that Spell—called the Contingent Spell—as part of casting Contingency, expending Spell Slots for both, but the contingent Spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.<br>
The Contingent Spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.<br>
The Contingent Spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.<br>
The Contingent Spell takes effect only on you, even if it can normally Target others as well. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
The Contingent Spell takes effect only on you, even if it can normally Target others as well. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose a Spell of one Slot Level higher as your Contingent Spell for each Slot Level above 6th.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose a Spell of one Slot Level higher as your Contingent Spell for each Slot Level above 6th.


=== Create Homonculus ===
=== Create Homonculus ===
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| Range: Touch || Duration: 24 Hours || Components: VSM (a silver rod worth 10+ GP  || Arcane
| Range: Touch || Duration: 24 Hours || Components: VSM (a silver rod worth 10+ GP  || Arcane
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Somethinghappens<br>
You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20ft tall, and you shape it as one 50ft square, one hundred 5ft squares that are contiguous, or twenty-five 10ft squares that are contiguous.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
When you cast this Spell, you can specify individuals that are unaffected by the Spell’s effects. You can also specify a password that, when spoken aloud within 5ft of the warded area, makes the speaker immune to its effects.<br>
The Spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the Spell every day for 365 days on the same Area, the spell thereafter lasts until all its effects are dispelled.<br>
'''Corridors.''' Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.<br>
'''Doors.''' All doors in the warded area are magically locked, as if sealed by the Arcane Lock Spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.<br>
'''Stairs.''' Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.<br>
'''Other Spell Effect.''' Place one of the following magical effects within the warded area:<br>
*Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations<br>
*Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)<br>
*Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)<br>
*Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, choose one additional Other Spell Effect for each Slot Level above 6th.




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| Range: 60ft || Duration: Instant || Components: VS  || Divine
| Range: 60ft || Duration: Instant || Components: VS  || Divine
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Somethinghappens<br>
You unleash virulent magic on a Creature you can see within Range. The target makes a Constitution saving throw. On a failed Save, it takes 14d6 Necrotic Damage, and its HP Maximum is reduced by an amount equal to the Necrotic Damage it took for 1 Hour. On a successful Save, it takes half as much Damage and its HP Maximum is not reduced. This Spell can’t reduce a target’s HP Maximum below 1. Any effect that removes a disease allows a Creature's HP Maximum to return to normal before that time passes.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, increase the Necrotic Damage by 2d6 for each Slot Level above 6th.




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| Range: 60ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal
| Range: 60ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal
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Somethinghappens<br>
Choose a creature that you can see within Range. Positive energy washes through the Target, restoring 70 HP. This Spell also ends the Blinded, Deafened, and Poisoned Conditions on the Target.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the healing inceases by 10 for each Slot Level above 6th.




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| Level: 6 || Casting Time: 10 Minutes || Conjuration || Bard, Cleric, Druid
| Level: 6 || Casting Time: 10 Minutes || Conjuration || Bard, Cleric, Druid
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| 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
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Somethinghappens<br>
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, somethinghappens for each Slot Level above 6th.
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
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Somethinghappens<br>
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>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
*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
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Somethinghappens<br>
Until the Spell ends, ice rimes your body, and you gain the following benefits:<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
*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
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Somethinghappens<br>
Until the Spell ends, bits of rock spread across your body, and you gain the following benefits:<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
*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
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Somethinghappens<br>
Until the Spell ends, wind whirls around you, and you gain the following benefits:<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
*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
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Somethinghappens<br>
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, somethinghappens for each Slot Level above 6th.
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  
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| 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
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Somethinghappens<br>
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>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
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
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Somethinghappens<br>
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 or higher, somethinghappens for each Slot Level above 6th.
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
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Somethinghappens<br>
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, somethinghappens for each Slot Level above 6th.
'''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
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Somethinghappens<br>
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, somethinghappens for each Slot Level above 6th.
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
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Somethinghappens<br>
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>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
*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
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Somethinghappens<br>
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>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
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: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal
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Somethinghappens<br>
You have Resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder Damage for the Spell’s Duration.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
When you take Damage of one of those Types, you can use your Reaction to gain Immunity to that Type of Damage, including against the triggering Damage.<br>
If you do so, the Resistances end, and you have the Immunity until the end of your next Turn, at which time the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the Immunity lasts for 1 additional Round for each Slot Level above 6th.




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| Level: 6 || Casting Time: 1 Action || Evocation || Bard, Wizard
| Level: 6 || Casting Time: 1 Action || Evocation || Bard, Wizard
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| Range: 120ft || Duration: Until Dispelled || Components: VSM (jade dust worth 25+ GP  || Arcane
| Range: 120ft || Duration: Until Dispelled || Components: VSM (jade dust worth 25+ GP) || Arcane
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Somethinghappens<br>
You create an illusion of an object, a Creature, or some other visible phenomenon within Range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30ft Cube, and you decide when you cast the Spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 Minutes, after which the illusion can be activated again.<br>
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30ft of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.<br>
Physical interaction with the image reveals it to be illusory, since things can pass through it. A Creature can use an Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a Creature discerns the illusion for what it is, the Creature can see through the image, and any noise it makes sounds hollow to the Creature.<br>




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| Range: 30ft || Duration: Instant || Components: V || Conjuration
| Range: 30ft || Duration: Instant || Components: V || Conjuration
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Somethinghappens<br>
The air quivers around up to five Creatures of your choice that you can see within Range. An unwilling Creature must succeed on a Wisdom Saving Throw to resist this Spell. You teleport each affected target to an unoccupied Space that you can see within 120ft of you. That Space must be on the ground or on a floor.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.




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| Range: 60ft || Duration: 8 Hours || Components: VSM (tiny silver cage worth 100GP)  || Arcane
| Range: 60ft || Duration: 8 Hours || Components: VSM (tiny silver cage worth 100GP)  || Arcane
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Somethinghappens<br>
This Spell snatches the soul of a Humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the Spell ends. Destroying the cage ends the Spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the Spell ends. While a soul is trapped, the dead Humanoid it came from can’t be revived.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
'''Steal Life.''' You can use a Bonus Action to drain vigor from the soul and regain 2d8 HP.<br>
'''Query Soul.''' You ask the soul a question (no Action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.<br>
'''Borrow Experience.''' You can use a Bonus Action to bolster yourself with the soul’s life experience, causing the next Attack Roll, Ability Check, or Saving Throw you make before the start of your next Turn to be made with Advantage.<br>
'''Eyes of the Dead.''' You can use an Action to name a place the Humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for 10 Minutes and requires Concentration. You receive visual and auditory information from the sensor as if you were in its Space using your senses.<br>
A Creature that can see the sensor (such as one using See Invisibility or Truesight) sees a translucent image of the tormented Humanoid whose soul you caged.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can exploit the soul 3 additional times and the Duration increases by 8 Hours for each Slot Level above 6th.




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| Level: 6 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard  
| Level: 6 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard  
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (Humanoid blood inside a ruby vial worth at least 600GP)  || Arcane
| Range: 90ft || Duration: 1 Hour || Components: VSM (Humanoid blood inside a ruby vial worth 600+ GP)  || Arcane
|}
|}
Somethinghappens<br>
You call forth a fiendish spirit. It manifests in an unoccupied Space that you can see within Range. This corporeal form uses the Fiendish Spirit stat block. When you cast the Spell, choose Demon, Devil, or Yugoloth. The Creature resembles a Fiend of the chosen Type, which determines certain traits in its stat block. The Creature disappears when it drops to 0 HP or when the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
The creature is friendly to you and your companions. In Combat, the Creature shares your initiative count, but it takes its Turn immediately before or after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge Action and uses its Move to avoid danger.<br>
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the stat block improves as it describes.<br>


[[File:Fiendish Spirit (Summon Fiend).png]]


=== Sunbeam ===
=== Sunbeam ===
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| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a magnifying glass)  || Arcane
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a magnifying glass)  || Arcane
|}
|}
Somethinghappens<br>
You launch a sunbeam in a 5ft wide, 60ft long Line. Each Creature in the Line makes a Constitution Saving Throw. On a failed Save, a Creature takes 6d8 Radiant Damage and is Blinded until the Start of your next Turn. On a successful Save, it takes half as much Damage and is not Blinded.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
Until the Spell ends, you can use an Action to create a new Line of radiance.<br>
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light out to 30ft, and Dim Light an additional 30ft. This light is sunlight.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d8 for each Slot Level above 6th.




Line 655: Line 706:
| Range: 10ft || Duration: 1 Minute || Components: VS  || Primal
| Range: 10ft || Duration: 1 Minute || Components: VS  || Primal
|}
|}
Somethinghappens<br>
This Spell creates a magical link between a Large or larger inanimate plant within Range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the Duration, any Creature can step into the target Plant and exit from the destination plant by using 5ft of Movement.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes for each Slot Level above 6th.




Line 667: Line 718:
| Range: Touch || Duration: 1 Hour || Components: VSM (mushroom powder 25+ GP, which the Spell consumes) || Arcane
| Range: Touch || Duration: 1 Hour || Components: VSM (mushroom powder 25+ GP, which the Spell consumes) || Arcane
|}
|}
Somethinghappens<br>
This Spell gives the willing Creature you Touch the ability to see things as they actually are. For the Duration, the Creature has Truesight out to a range of 120 feet.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can Target 1 additional Creature and the Duration increases by 1 Hour for each Slot Level above 6th.




Line 679: Line 730:
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a piece of quartz)  || Arcane
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a piece of quartz)  || Arcane
|}
|}
Somethinghappens<br>
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10ft, or you can shape a flat surface made up of ten 10ft Square panels. Each panel must be contiguous with another panel. In any form, the wall is 1ft thick and lasts for the Duration.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
If the wall cuts through a Creature’s space when it appears, the Creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving Throw, taking 10d6 Cold Damage on a failed Save or half as much Damage on a successful one.<br>
The wall is an object that can be Damaged and thus breached. Each panel has 12AC and 30HP, and it has Immunity to Cold, Poison, and Psychic Damage and Vulnerability to Fire Damage. Reducing panel to 0 HP destroys it and leaves behind a sheet of frigid air in the Space the panel occupied.<br>
A Creature moving through the sheet of frigid air left behind by the shattered panel for the first time on a Turn makes a Constitution Saving Throw, taking 5d6 Cold Damage on a failed Save or half as much Damage on a successful one.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the initial Damage increases by 2d6, and the frigid air Damage increases by 1d6 for each Slot Level above 6th.




Line 691: Line 745:
| 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
|}
|}
Somethinghappens<br>
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, somethinghappens for each Slot Level above 6th.
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
|}
|}
Somethinghappens<br>
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, somethinghappens for each Slot Level above 6th.
<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.




Line 715: Line 773:
| Range: 5ft || Duration: Instant || Components: V  || Divine
| Range: 5ft || Duration: Instant || Components: V  || Divine
|}
|}
Somethinghappens<br>
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, somethinghappens for each Slot Level above 6th.
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.