Level 5: Difference between revisions

15,332 bytes added ,  16:14, 5 November 2022
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
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You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.




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| Level: 5 || Casting Time: 1 Action || Evocation
| Level: 5 || Casting Time: 1 Action || Evocation
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| Range: 4, 100x5ft Emanated Lines || Duration: Instant || Components: VSM (a bit of fur, a piece of amber, glass or a crystal rod, and four copper pins)
| Range: 4: 100x5ft Emanated Lines || Duration: Instant || Components: VSM (a bit of fur, a piece of amber, glass or a crystal rod, and four copper pins)
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| Range: 60ft || Duration: Instant || Components: VSM (a pinch of sulfur)
| Range: 60ft || Duration: Instant || Components: VSM (a pinch of sulfur)
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A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.




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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a scrap of sailcloth)
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a scrap of sailcloth)
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Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.<br>
When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.




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| Range: Touch || Duration: Instant || Components: VSM (diamond dust worth at least 100GP, which the spell consumes)
| Range: Touch || Duration: Instant || Components: VSM (diamond dust worth at least 100GP, which the spell consumes)
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You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
*One effect that charmed or petrified the target
*One curse, including the target's attunement to a cursed magic item
*Any reduction to one of the target's ability scores
*One effect reducing the target's hit point maximum




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|+ Hallow (Cleric)
|+ Hallow (Cleric)
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|-
| Level: 5 || Casting Time: 1 Action || Evocation
| Level: 5 || Casting Time: 1 Action || Abjuration
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|-
| Range: Touch || Duration: Until Dispelled || Components: VSM (herbs, oils, and incense worth at least 1,000GP, which the spell consumes)
| Range: Touch || Duration: Until Dispelled || Components: VSM (herbs, oils, and incense worth at least 1,000GP, which the spell consumes)
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You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.<br>
First, elementals, fey, highlings, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.<br>
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.<br>
'''Courage.''' Affected creatures can't be frightened while in the area.<br>
'''Darkness.''' Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.<br>
'''Daylight.''' Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.<br>
'''Energy Protection.''' Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.<br>
'''Energy Vulnerability.''' Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.<br>
'''Everlasting Rest.''' Dead bodies interred in the area can't be turned into undead.<br>
'''Extradimensional Interference.''' Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.<br>
'''Fear.''' Affected creatures are frightened while in the area.<br>
'''Silence.''' No sound can emanate from within the area, and no sound can reach into it.<br>
'''Tongues.''' Affected creatures can communicate with any other creature in the area, even if they don't share a common language.




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| Range: 90ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a small, straight piece of iron)
| Range: 90ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a small, straight piece of iron)
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Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.




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| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
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You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.<br>
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.




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| Range: 90ft || Duration: 1 Minute (Concentration) || Components: V
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: V
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Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.<br>
If damage from this spell kills a target, the target is turned to ash.




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| Range: 300ft || Duration: Instant, 10 Minutes (Concentration) || Components: VSM (a few grains of sugar, some kernels of grain, and a smear of fat)
| Range: 300ft || Duration: Instant, 10 Minutes (Concentration) || Components: VSM (a few grains of sugar, some kernels of grain, and a smear of fat)
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Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.<br>
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.




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| Range: Self || Duration: Instant, 1 Minute (Concentration) || Components: VSM (incense worth at least 250GP, which the spell consumes, and four ivory strips worth at least 50GP each)
| Range: Self || Duration: Instant, 1 Minute (Concentration) || Components: VSM (incense worth at least 250GP, which the spell consumes, and four ivory strips worth at least 50GP each)
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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>
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."




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| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (paper or leaf in the shape of a funnel)
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (paper or leaf in the shape of a funnel)
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A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.




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|+ Mass Cure Wounds (Bard, Cleric, Druid)
|+ Mass Cure Wounds (Bard, Cleric, Druid)
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| Level: 5 || Casting Time: 1 Action || Evocation
| Level: 5 || Casting Time: 1 Action || Necromancy
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| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS
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A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.




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| Range: Self || Duration: 1 Hour (Concentration) || Components: S
| Range: Self || Duration: 1 Hour (Concentration) || Components: S
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You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.<br>
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.<br>
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.




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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
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You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.<br>
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.<br>
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.<br>
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.<br>
A remove curse or greater restoration spell cast on the target restores the creature's true memory.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).




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| Range: 30ft || Duration: 1 Hour || Components: VSM (a pinch of sesame seeds)
| Range: 30ft || Duration: 1 Hour || Components: VSM (a pinch of sesame seeds)
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A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.<br>
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.




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| Range: 30ft || Duration: 1 Hour || Components: VSM ()
| Range: 30ft || Duration: 1 Hour || Components: VSM ()
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With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.<br>
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.




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| Range: Touch || Duration: Instant || Components: VSM (rare oils and unguents worth at least 1,000GP, which the spell consumes)
| Range: Touch || Duration: Instant || Components: VSM (rare oils and unguents worth at least 1,000GP, which the spell consumes)
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You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.<br>
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls on the following tables to determine the race, or the DM chooses.<br>
'''Common or Uncommon (d20).'''<br>
'''1-19.''' Common Race<br>
'''20.''' Uncommon Race<br>
'''Common Race (d4).'''<br>
'''1.''' CR Table 1<br>
'''2.''' CR Table 2<br>
'''3.''' CR Table 3<br>
'''4.''' CR Table 4<br>
'''CR Table 1 (d12).'''
'''1.''' Bugbear<br>
'''2.''' Centaur<br>
'''3.''' Crystalkin<br>
'''4.''' Chromatic Dragonwrought<br>
'''5.''' Gem Dragonwrought<br>
'''6.''' Metallic Dragonwrought<br>
'''7.''' Deepling<br>
'''8.''' Ember Dwarf<br>
'''9.''' Hill Dwarf<br>
'''10.''' Qkhaat Dwarf<br>
'''11.''' Renthian Dwarf<br>
'''12.''' Stone Dwarf<br>
'''CR Table 2 (d12).'''
'''1.''' Faerie<br>
'''2.''' Firbolg<br>
'''3.''' Air Genasi<br>
'''4.''' Earth Genasi<br>
'''5.''' Fire Genasi<br>
'''6.''' Water Genasi<br>
'''7.''' Grung<br>
'''8.''' Gnoll<br>
'''9.''' Goblin<br>
'''10.''' Goliath<br>
'''11.''' Waste Halfling<br>
'''12.''' Reroll<br>
'''CR Table 3 (d12).'''
'''1.''' Lierethi Halfling<br>
'''2.''' Lightfoot Halfling<br>
'''3.''' Qkhaat Halfling<br>
'''4.''' Hobgoblin<br>
'''5.''' Human<br>
'''6.''' Ìqáalìe<br>
'''7.''' Kalashtari<br>
'''8.''' Kethie Collegian<br>
'''9.''' Kethie Lierethi<br>
'''10.''' Kethie Mooraarbaa<br>
'''11.''' Kethie Sea<br>
'''12.''' Kobold<br>
'''CR Table 4 (d12).'''
'''1.''' Leonin<br>
'''2.''' Locathah<br>
'''3.''' Loxodon<br>
'''4.''' Minotaur<br>
'''5.''' Otterfolk<br>
'''6.''' Shifter<br>
'''7.''' Ursan<br>
'''8.''' Tortle<br>
'''9.''' Treant<br>
'''10.''' Triton<br>
'''11.''' Verdan<br>
'''12.''' Reroll<br>