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{| class="wikitable" | {| class="wikitable" | ||
|+ Shining Armor | |+ Shining Armor (Cleric, Paladin, Wizard) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Action || Evocation | | Level: 5 || Casting Time: 1 Action || Evocation | ||
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| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a glass orb) | | Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a glass orb) | ||
|} | |} | ||
You wreathe yourself in weightless magical armoring crafted from plates of pure light. Until the spell ends, you shed bright light in a 20-foot radius and dim light for an extra 20 feet. You also gain the following benefits for the duration: | |||
*When a creature within 10 feet of you hits you with a melee attack, the plates burst with beams of light. The attacker takes 3d6 radiant damage, and other creatures of your choice within 10 feet of you take half that damage. | |||
*Attacks made against you have disadvantage. | |||
*You have resistance to radiant damage. | |||
In addition, if you are critically hit before the spell ends, you can use your reaction to end the spelL causing the plates to explode in a protective blast of light. The attack misses, and the attacker as well as each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn.<br> | |||
When the spell ends, the magical plates vanish. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Sinking Maw | |+ Sinking Maw (Druid, Sorcerer) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Action || Transmutation | | Level: 5 || Casting Time: 1 Action || Transmutation | ||
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| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (an antlion shell filled with sand) | | Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (an antlion shell filled with sand) | ||
|} | |} | ||
Choose a point on the ground that you can see within range. Ground within 30 feet of that point becomes swirling sand until the spell ends. The sand is difficult terrain. Each creature standing on the sand when the spell is cast must make a Dexterity saving throw. Any creature that enters the area for the first time on a turn or starts its turn within the area must also make the saving throw. On a failure, a creature sinks halfway into the sand and becomes restrained by the ground.<br> | |||
Until the spell ends, if a creature ends its turn while restrained by the ground in this way, it is pulled up to 10 feet toward the center of the area. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and clambers onto the surface. | |||
When the spell ends, either because your concentration is broken or because you decide to end it, the ground returns to the solid form it had before the spell was cast. Each creature restrained by the spell must make a Constitution saving throw. A creature takes 9d6 nonmagical bludgeoning damage on a failed save, or half as much damage on a success. Creatures are still restrained by the solid ground (not by any creature or spell) until they escape, and they have disadvantage on ability checks made to escape solid ground | |||
Creatures with a burrowing speed can't be restrained by the ground using this spell. | |||
{| class="wikitable" | {| class="wikitable" | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ Sonic Boom | |+ Sonic Boom (Bard, Cleric, Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Action || Evocation | | Level: 5 || Casting Time: 1 Action || Evocation | ||
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| Range: 150ft || Duration: Instant || Components: VS | | Range: 150ft || Duration: Instant || Components: VS | ||
|} | |} | ||
A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it explodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened.<br> | |||
Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell's effect.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ldl0 and the distance a creature is pushed increases by 5 feet for each slot level above 5th. | |||
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| Range: 30ft || Duration: 10 Minute (Concentration) || Components: VSM (a sunflower seed) | | Range: 30ft || Duration: 10 Minute (Concentration) || Components: VSM (a sunflower seed) | ||
|} | |} | ||
You conjure a huge spectral sunflower which rises from the ground at a point that you can see within range and lasts for the duration. The flower sheds bright light in a 20-foot radius and dim light for an additional 20 feet, which is sunlight. The flower is incorporeal and does not occupy space. You can use a bonus action on each of your turns before the spell ends to cause the flower to release blazing sunlight in a blast. Choose one of the following two options each time you do so.<br> | |||
'''Area Blast.''' Choose either a 15-foot-radius, 100-foot-high cylinder centered on the flower, a 40-foot cone blasting from the flower, or a line 80 feet long and 5 feet wide blasting from the flower. Each creature in the chosen area must make a Constitution saving throw, taking 6d6 radiant damage on a failed save, or half as much damage on a success. Undead and oozes have disadvantage on this roll.<br> | |||
'''Single Target.''' Make a ranged spell attack against a target within 150 feet of the flower that you can see. Determine cover and line of effect for this attack as if it was made from the flower's location rather than your location. On a hit, the target takes 8d6 radiant damage. You have advantage on this attack roll against undead and oozes.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d6 for each slot level above 5th. | |||
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'''Creature.''' You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.<br> | '''Creature.''' You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.<br> | ||
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.<br> | On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.<br> | ||
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.<br> | '''Object.''' You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.<br> | ||
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.<br> | If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.<br> | ||
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. | You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ Water To Acid | |+ Water To Acid (Warlock, Wizard) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Action || Transmutation | | Level: 5 || Casting Time: 1 Action || Transmutation | ||
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a vial of acid and a lump of coal) | | Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a vial of acid and a lump of coal) | ||
|} | |} | ||
Choose a point you can see within range inside a body of water. The portions of that body of water that fit inside a 50-foot cube centered on that point become highly acidic until the spell ends. Any creature that ends its turn within the area takes 7d4 acid damage and must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of its next turn. Objects in the area that aren't being worn or carried also take damage at the end of each of your turns.<br> | |||
While the spell lasts, your magic keeps the acid in the area from mingling with the surrounding water. When the spell ends, the acid returns to its original form as water. | |||