Level 4: Difference between revisions

5,757 bytes added ,  17:32, 4 November 2022
Line 14: Line 14:


{| class="wikitable"
{| class="wikitable"
|+ Aura of Doom CC (Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard)
|+ Aura of Doom (Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 4 || Casting Time: 1 Action || Illusion
| Level: 4 || Casting Time: 1 Action || Illusion
Line 20: Line 20:
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
|}
You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.




Line 29: Line 30:
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V
|}
|}
Life-preserving energy radiates from you in an aura with a 30-foot radius.  Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.




Line 39: Line 41:
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: V
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: V
|}
|}
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: Blinded, Burning, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Slowed, and Stunned.




{| class="wikitable"
{| class="wikitable"
|+ Aversion CC (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
|+ Aversion (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
|-
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
| Level: 4 || Casting Time: 1 Action || Enchantment
Line 48: Line 51:
| Range: 60ft || Duration: 10 Days || Components: V
| Range: 60ft || Duration: 10 Days || Components: V
|}
|}
You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.<br>
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.<br>
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.<br>
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.




Line 57: Line 64:
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
|}
|}
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.<br>
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br>
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.




Line 66: Line 77:
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of tentacle from a giant octopus or a giant squid)
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of tentacle from a giant octopus or a giant squid)
|}
|}
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.<br>
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.<br>
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.




Line 75: Line 89:
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS
|}
|}
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.<br>
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.<br>
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.<br>
''At Higher Levels.'' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.




{| class="wikitable"
{| class="wikitable"
|+ Boulder Shot US (Sorcerer, Warlock, Wizard)
|+ Boulder Shot (Sorcerer, Warlock, Wizard)
|-
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
| Level: 4 || Casting Time: 1 Action || Transmutation
Line 84: Line 102:
| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS
|}
|}
You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, such as a floor, wall or ceiling. The surface must be at least 1 foot deep, or else the spell fails.<br>
When the boulder appears, you use magic to hurl it at one creature or object within 120 feet of the boulder that you can see. Make a spell attack against the target. On a hit, the target takes 6d10 nonmagical bludgeoning damage, falls prone, and is pushed 15 feet away from the boulder's originating point on a failed save. On a miss, the target takes half damage and is not knocked prone or pushed. This spell attack ignores disadvantage from a target being Prone<br>
The spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it was made from the location where the boulder was summoned rather than your location, and it ignores disadvantage caused by a target being prone.
This spell deals double damage to objects and structures.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d1O for each slot level above 4th.