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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 1,000GP, such as a crystal ball, a silver mirror, or a font filled with holy water) | | Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 1,000GP, such as a crystal ball, a silver mirror, or a font filled with holy water) | ||
|} | |} | ||
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. The target gains different bonuses or penalties to the Save based on your familiarity with it.<br> | |||
*The target has +5 on the Save if you have Secondhand knowledge of it (you have heard of the target). | |||
*The target has +0 on the Save if you have Firsthand knowledge of it (you have met the target). | |||
*The target has -5 on the Save if you have Familiar knowledge of it (you know the target well). | |||
The target also gains different penalties to the Save based on the strongest connection you have to it.<br> | |||
*The target has -2 on the Save if you have a likeness or picture of the target. | |||
*The target has -4 on the Save if you have a possession or garment of the target. | |||
*The target has -10 on the Save if you have a body part, lock of hair, bit of nail, or similar object of the target. | |||
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.<br> | |||
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.<br> | |||
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. | |||
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| Range: 30ft || Duration: 8 Hours || Components: VS | | Range: 30ft || Duration: 8 Hours || Components: VS | ||
|} | |} | ||
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.<br> | |||
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.<br> | |||
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br> | |||
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. | |||
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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) | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Level: 5 || Casting Time: 1 Action || Transmutation | | Level: 5 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: Touch || Duration: | | Range: Touch || Duration: 8 Hours || Components: VS | ||
|} | |} | ||
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.<br> | |||
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. | |||
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| Range: 30ft || Duration: Instant || Components: VSM (a melee weapon) | | Range: 30ft || Duration: Instant || Components: VSM (a melee weapon) | ||
|} | |} | ||
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.<br> | |||
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. | |||
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| Range: 120ft || Duration: Instant || Components: VS | | Range: 120ft || Duration: Instant || Components: VS | ||
|} | |} | ||
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.<br> | |||
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. | |||
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| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VS | | Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VS | ||
|} | |} | ||
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.<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> | |||
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> | |||
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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| Range: 30ft || Duration: 1 Hour || Components: VSM (pieces of eggshell from two different kinds of creatures) | | Range: 30ft || Duration: 1 Hour || Components: VSM (pieces of eggshell from two different kinds of creatures) | ||
|} | |} | ||
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.<br> | |||
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. | |||
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| Range: 10ft || Duration: 1 Round || Components: VSM (rare chalks and inks infused with precious gems worth 50GP, which the spell consumes) | | Range: 10ft || Duration: 1 Round || Components: VSM (rare chalks and inks infused with precious gems worth 50GP, which the spell consumes) | ||
|} | |} | ||
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.<br> | |||
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.<br> | |||
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. | |||
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| Range: 120ft || Duration: 1 Round || Components: VS | | Range: 120ft || Duration: 1 Round || Components: VS | ||
|} | |} | ||
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.<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. All targets must be within 30 feet of each other. | |||
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| Range: 120ft || Duration: Until Dispelled || Components: VSM (clay and water) | | Range: 120ft || Duration: Until Dispelled || Components: VSM (clay and water) | ||
|} | |} | ||
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.<br> | |||
'''Transmute Rock to Mud.''' Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.<br> | |||
The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.<br> | |||
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.<br> | |||
'''Transmute Mud to Rock.''' Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. | |||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: VS | | Range: Self || Duration: 1 Minute (Concentration) || Components: VS | ||
|} | |} | ||
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.<br> | |||
You can use this transportation ability once per round for the duration. You must end each turn outside a tree. | |||
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| Range: 120ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a pinch of powder made by crushing a clear gemstone) | | Range: 120ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a pinch of powder made by crushing a clear gemstone) | ||
|} | |} | ||
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).<br> | |||
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Second Ward, blocking ethereal travel through the wall. | |||
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a hand mirror) | | Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a hand mirror) | ||
|} | |} | ||
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.<br> | |||
When the wall appears, each creature in its area 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, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.<br> | |||
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.<br> | |||
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. | |||
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| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM () | | Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM () | ||
|} | |} | ||
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.<br> | |||
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.<br> | |||
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.<br> | |||
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.<br> | |||
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.<br> | |||
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. | |||
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small block of granite) | | Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small block of granite) | ||
|} | |} | ||
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.<br> | |||
'''Grasses and Undergrowth.''' Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.<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> | |||
'''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 ==== |