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=== | === Contagious Flame === | ||
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| Level: 6 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard | |||
|- | |||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VM (a vial of emulsified oil and water) || Primal | |||
|} | |||
You create three rays of fire and hurl them at Targets within Range. Make a Ranged Spell Attack for each ray. On a hit, the target takes 4d6 Fire Damage.<br> | |||
As a Bonus Action on each of your consecutive, you cause a new ray of fire launches from each Creature who took damage from the Spell in the previous Round-these new rays attack as if you fired them, but their point of origin is the previous Creature Damaged. A Creature cannot be Targeted by a ray produced from its space.<br> | |||
If you ever do not use your Bonus Action to continue this Spell, it ends.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you create one additional ray for each Slot Level above 6th. | |||
=== Contingency === | |||
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=== | === Flesh to Stone === | ||
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|- | |- | ||
| Level: 6 || Casting Time: 1 Action || | | Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard | ||
|- | |- | ||
| Range: | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Arcane | ||
|} | |} | ||
You attempt to turn one Creature that you can see within Range into stone. The target makes a Constitution Saving Throw. On a failed Save, it becomes Restrained for the Duration. On a successful Save, its Speed is 0 until the start of your next Turn. Constructs automatically succeed on the save.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | A Restrained Target makes another Constitution Saving Throw at the end of each of its Turns. If it successfully Saves against this Spell three times, the Spell ends. If it fails its Saves three times, it is turned to stone and Petrified for the Duration.<br> | ||
If you maintain your Concentration on this spell for the entire duration, the target is Petrified until the Condition is ended by Greater Restoration or similar magic.<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. | |||
=== Forbiddance === | |||
=== | |||
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|- | |- | ||
| Level: 6 || Casting Time: | | Level: 6 || Casting Time: 10 Minutes (Ritual) || Abjuration || Cleric, Seeker | ||
|- | |- | ||
| Range: 150ft || Duration: | | Range: 150ft || Duration: 1 Day || Components: VSM (a sprinkling of holy water, rare incense, and powdered ruby worth 1000+ GP || Arcane | ||
|} | |} | ||
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30ft above the floor. For the Duration, Creatures can’t teleport into the area or use portals, such as those created by the Gate Spell, to enter the area. The Spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift Spell.<br> | |||
In addition, the Spell Damages Types of Creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a Creature of a chosen Type enters the Spell’s Area for the first time on a Turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic Damage (your choice when you cast this Spell).<br> | |||
You can designate a password when you cast the Spell. A creature that speaks the password as it enters the area takes no Damage from the spell.<br> | |||
The Spell’s area can’t overlap with the area of another Forbiddance Spell. If you cast Forbiddance every day for 30 days in the same location, the Spell lasts until it is dispelled, and the Material components are consumed on the last casting. | |||
=== | === Freezing Sphere === | ||
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| Level: 6 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard | | Level: 6 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: | | Range: 300ft || Duration: Instant || Components: VSM (a small crystal sphere) || Arcane | ||
|} | |} | ||
A frigid globe of cold energy streaks from your fingertips to a point of your choice within Range, where it explodes in a 60ft radius sphere. Each Creature within the area must make a Constitution Saving Throw. On a failed Save, a Creature takes 10d6 Cold Damage. On a successful Save, it takes half as much Damage.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | If the globe strikes a body of water or a liquid that is principally water (not including water-based Creatures), it freezes the liquid to a depth of 6 inches over an area 30ft squared. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped Creature can use an action to make a Strength Check against your Spell Save DC to break free.<br> | ||
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a Creature you give the globe to can throw the globe (to a Range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 Minute, if the globe hasn't already shattered, it explodes.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d6 for each Slot Level above 6th. | |||