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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> | 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 | If the target is native to the plane of existence you're on, you banish the target to a harmless section of the Second Ward. 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> | 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. | '''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. | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ Charlatan's Miraculum | |+ Charlatan's Miraculum (Bard) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Action || Divination | | Level: 4 || Casting Time: 1 Action || Divination | ||
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| Range: Self || Duration: 10 Minutes || Components: VS | | Range: Self || Duration: 10 Minutes || Components: VS | ||
|} | |} | ||
You cloak the motions and sounds of your spellcasting with Illusion magic. For the duration, a creature must succeed on an intelligence save to indentify you as the source of a spell. | |||
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| Range: 30ft || Duration: 1 Hour || Components: VS | | Range: 30ft || Duration: 1 Hour || Components: VS | ||
|} | |} | ||
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.<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. The creatures must be within 30 feet of each other when you target them. | |||
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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS | | Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS | ||
|} | |} | ||
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.<br> | |||
Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.<br> | |||
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. | |||
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| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (three nut shells) | | Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (three nut shells) | ||
|} | |} | ||
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.<br> | |||
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. | |||
*1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | |||
*2-6: The creature doesn't move or take actions this turn. | |||
*7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | |||
*9-10: The creature can act and move normally. | |||
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. | |||
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| Range: 300ft || Duration: 10 Minutes (Concentration) || Components: VSM (a drop of water and a pinch of dust) | | Range: 300ft || Duration: 10 Minutes (Concentration) || Components: VSM (a drop of water and a pinch of dust) | ||
|} | |} | ||
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.<br> | |||
'''Flood.''' You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.<br> | |||
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.<br> | |||
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.<br> | |||
'''Part Water.''' You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.<br> | |||
'''Redirect Flow.''' You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.<br> | |||
'''Whirlpool.''' This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.<br> | |||
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. | |||
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| Range: Touch || Duration: 8 Hours || Components: VS | | Range: Touch || Duration: 8 Hours || Components: VS | ||
|} | |} | ||
You touch a creature and grant it a measure of protection from death.<br> | |||
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.<br> | |||
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Destructive Resonance | |+ Destructive Resonance (Bard) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Action || Evocation | | Level: 4 || Casting Time: 1 Action || Evocation | ||
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS | | Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS | ||
|} | |} | ||
A low, dull hum spreads within a 30ft Radius Sphere centered on a point you choose within range. The hum spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature takes 10 thunder damage and must make a Constitution saving throw. On a failed save, the spell's damage is doubled next time the creature takes damage from it. An object in the spell's area that isn't being worn or carried is destroyed after a minute of being in the spell's area. | |||
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| Range: 500ft || Duration: Instant || Components: V | | Range: 500ft || Duration: Instant || Components: V | ||
|} | |} | ||
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."<br> | |||
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.<br> | |||
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. | |||
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| Range: Self || Duration: Instant || Components: VSM (incense and sacrificial offering together worth at least 25GP which the spell consumes) | | Range: Self || Duration: Instant || Components: VSM (incense and sacrificial offering together worth at least 25GP which the spell consumes) | ||
|} | |} | ||
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.<br> | |||
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br> | |||
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. | |||
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS | ||
|} | |} | ||
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br> | |||
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.<br> | |||
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br> | |||
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br> | |||
'''At Higher Levels.''' When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. | |||
=== F-M === | === F-M === |