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== Spells == | == Spells == | ||
2, Level 3 Spell Slots | 2, Level 3 Spell Slots | ||
<br><br> | |||
=== Bloatbomb === | |||
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| Level: 3 || Casting Time: 1 Action || Necromancy || Maledictor, Warlock, Wizard | |||
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| Range: 60ft || Duration: Instant || Components: VS || Arcane | |||
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You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer current Hit Points than the result of the dice, it immediately drops to 0 Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft Radius Sphere, centered on the target. Creatures in the explosion make a Dexterity Saving Throw. On a failed Save, a creature takes 3d6 Acid Damage, and a creature takes half as much Damage on a successful Save.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you increase the Hit Points effected by 1d8 and the Damage dealt by 1d6 for each Slot Level above 3rd. | |||
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=== Drown === | |||
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| Level: 3 || Casting Time: 1 Action || Conjuration || Artificer, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard | |||
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater) || Arcane, Primal | |||
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You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature within Range that you can see. The target makes a Strength Saving Throw. On a failed Save, the target cannot breathe or speak and has Disadvantage on Attack Rolls and on Wisdom (Perception) Checks that rely on sight or hearing until the Spell ends.<br> | |||
At the start of the target's turns, it loses 3d8 Hit Points, and at the end of each of its turns it repeats the Saving Throw. On a successful Save the Spell ends. If the creature can breathe water, it automatically succeeds the Saving Throw.<br> | |||
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=== Hellish Rebuke === | === Hellish Rebuke === | ||
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| Level: | | Level: 3 || Casting Time: 1 Reaction (when you are Damaged by a creature within 60ft of you that you an see) || Evocation || Warlock | ||
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| Range: 60ft || Duration: Instant || Components: VS || Arcane | | Range: 60ft || Duration: Instant || Components: VS || Arcane | ||
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You point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes | You point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes 4d10 Fire Damage, and it takes half as much Damage on a successful Save.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell | <br><br> | ||
=== Magnify Gravity === | |||
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| Level: 3 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard | |||
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| Range: 60ft || Duration: 1 Round || Components: VS || Arcane | |||
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The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 4d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].<br> | |||
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object. | |||
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=== Misty Step === | |||
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| Level: 3 || Casting Time: 1 Bonus Action || Conjuration || Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard | |||
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| Range: Self || Duration: Instant || Components: V || Arcane, Primal | |||
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Briefly surrounded by silvery mist, you teleport up to 60ft to an unoccupied space that you can see. | |||
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=== Protection From Evil and Good === | |||
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| Level: 3 || Casting Time: 1 Action || Abjuration || Cleric, Paladin, Shaman, Warlock, Wizard | |||
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| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes) || Divine, Arcane | |||
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Until the spell ends, up to three willing creatures you touch is protected against certain types of creatures: Aberrations, Elementals, Highlings, and Undead.<br> | |||
The protection grants several benefits. Creatures of those types have Disadvantage on Attack Rolls against the target. The target also can't be [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by them. If the target is already [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by such a creature, the target has Advantage on any Saving Throw against the effect. | |||
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=== Petrify Limb === | |||
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| Level: 3 || Casting Time: 1 Action || Transmutation || Druid, Maledictor, Shaman, Warlock, Wizard | |||
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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP) | |||
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A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a Ranged Spell Attack against the target. On a hit, it takes 5d10 Necrotic Damage, and it makes a Constitution Saving Throw if it has any limbs. On a failed Save, you choose one of its limbs to affect. That limb is turned to stone until the Spell ends, and cannot be used to make Attacks. This Spell also has an additional effect based on which limb you chose as follows: | |||
*'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all. | |||
*'''Leg.''' The target is [[Conditions#Slowed|Slowed]] while walking. If half or more of its legs are not functional or replaced by prosthetics, it must use a cane or crutch to move. If it does not, it falls [[Conditions#Prone|Prone]] if it takes the Dash Action, and it has Disadvantage on all Dexterity Saving Throws it makes. If no legs remain, it can't walk at all, and must crawl. | |||
*'''Wing.''' The target is [[Conditions#Slowed|Slowed]] while flying. If half or more of its wings aren't functional or replaced by prosthetics, it cannot fly without the aid of magic.<br> | |||
*'''Tail.''' The target is [[Conditions#Slowed|Slowed]] while swimming or climbing, except those granted by magic, unless the limb is replaced by a prosthetics.<br> | |||
*'''Fin.''' The target is [[Conditions#Slowed|Slowed]] while swimming unless it is granted by magic or the limb is replaced by a prosthesis. | |||
For the Duration, the target must repeat the Constitution Saving Throw at the end of each of its turns. If it has two successful Saves, the Spell ends.<br> | |||
If you maintain your Concentration on this Spell for the full Duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the [[Conditions#Petrified|Petrified]] Condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.<br> | |||
Undead, Constructs, and creatures that cannot be [[Conditions#Petrified|Petrified]] are unaffected by the Spell.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell slot of 4th Level or higher, the Damage dealt increases by 1d10 for each Slot Level above 3rd. | |||
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