Bard Spells: Difference between revisions

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You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.<br>
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.<br>
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
== Level 3 ==
{| class="wikitable"
|+ Allegro
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 120ft || Duration: 1 Minute || Components: VSM (A few small gears of copper)
|}
You alter time around up to six creature of your choice in a 40ft cube within range. An affected creature can use a Bonus Action to take the Dash and Disengage actions.
{| class="wikitable"
|+ Alone (Sorcerer, Warlock, Wizard)
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom Saving Throw, on a failure, it treats its allies as if they were invisible and silenced. The target cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the target can repeat the Saving throw. On a successful Save, the spell ends.
{| class="wikitable"
|+ Anticipate Thought
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (Something that belongs to the target, worth at least 1CP)
|}
This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.
{| class="wikitable"
|+ Battle Trance
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You are transformed into a single-minded force of destruction. For the duration of the spell, you gain the following benefits:
*Your critical range increases by 1
*On your turn when you score a critical hit or reduce a creature to 0 Hit Points, you can make one melee weapon attack as a Bonus Action
*You are immune to the Frightened and Charmed conditions
{| class="wikitable"
|+ Bestow Curse
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VS
|}
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
*Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
*While cursed, the target has disadvantage on attack rolls against you.
*While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
*While the target is cursed, your attacks and spells deal an extra 1d8 Necrotic Damage to the target.
*While cursed, target is Slowed.
*While cursed, the target cannot speak.
*While cursed, the target shouts its thoughts out loud.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.