Bard Spells: Difference between revisions

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== Level 4 ==
== Level 4 ==
{| class="wikitable"
|+ Aura of Doom
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| 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.
{| class="wikitable"
|+ Aversion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| 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.
{| class="wikitable"
|+ Charlatan's Miraculum
|-
| Level: 4 || Casting Time: 1 Action || Divination
|-
| 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.
{| class="wikitable"
|+ Charm Monster
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| 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.
{| class="wikitable"
|+ Compulsion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| 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.
{| class="wikitable"
|+ Confusion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| 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.
{| class="wikitable"
|+ Destructive Resonance
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| 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.
{| class="wikitable"
|+ Dimension Door
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| 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.
{| class="wikitable"
|+ Freedom of Movement
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a leather strap, bound around the arm or similar appendage)
|}
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed, slowed, or restrained.<br>
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
{| class="wikitable"
|+ Gravity Sinkhole
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: Instant || Components: VSM (a black marble)
|}
A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Greater Invisibility
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
|}
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
{| class="wikitable"
|+ Greater Renewal
|-
| Level: 4 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
Your magic forces one willing creature that you can see within range to expend great energy as you kindle its body's natural healing processes for an instant. You can cure one poison or disease afflicting the target.<br>
The target also gains one level of exhaustion and regains hit points equal to 25 + your spellcasting modifier (minimum +1) + a number of d6s equal to the target's Constitution modifier (minimum 1d6)
This spell has no effect on constructs, undead, or creatures that are naturally immune to exhaustion.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the healing increases by 2d6 for each slot level above 4th.
{| class="wikitable"
|+ Hallucinatory Terrain
|-
| Level: 4 || Casting Time: 10 Minutes || Illusion
|-
| Range: 300ft || Duration: 24 Hours || Components: VSM (a tone, a twig, and a bit of green plant)
|}
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.<br>
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
{| class="wikitable"
|+ Locate Creature
|-
| Level: 4 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a bit of fur from a bloodhound)
|}
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.<br>
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.<br>
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
{| class="wikitable"
|+ Lost Legacy
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: Touch || Duration: 30 Days || Components: VSM (a small locking container)
|}
You inflict a powerful curse on a creature within range that causes others to quickly forget positive aspects of their interactions with the target. The target must make a Charisma saving throw. On a failure, creatures that would normally be friendly or helpful toward the target must succeed on a Wisdom Saving Throw each time they interact with the target, treating the target with indifference and suspicion on a failure for the duration. If a creature interacting with the target fails the save four times, it automatically fails any further saves for the duration of this spell on the target. Once this curse is removed, creatures coming back into contact with the target regain their pleasant memories of it.
{| class="wikitable"
|+ March of Blades
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (any bladed weapon)
|}
You conjure a row of synchronized floating blades made of magical energy in a line 30 feet long and 5 feet wide. The line extends in any direction and originates from any point you can see within range. The blades slash in a wide arc as they appear, forcing each creature in the area to make a Dexterity saving throw. A creature takes 3d10 slashing damage on a failed save, or half as much damage on a success.<br>
The blades provide half-cover to creatures behind them. You can use a bonus action on subsequent turns to move one or both ends of the line to different locations up to 30 feet away that you can see. When you finish moving the area in this way on a turn, you may choose to have the blades slash again, forcing all creatures in the area to repeat the Dexterity saving throw.<br>
The blades last until the spell ends, at which point they vanish. If at any time you aren't within range of at least one end of the line, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the slashing damage dealt increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Polymorph
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a caterpillar cocoon)
|}
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.<br>
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.<br>
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.<br>
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.<br>
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
{| class="wikitable"
|+ Psychic Lance
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: Instant || Components: V
|}
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.<br>
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
{| class="wikitable"
|+ Solipsism
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: 120ft || Duration: 1 Round || Components: VSM (a crushed button worth at least 1CP)
|}
You create the image on an object, a creature, or some other visible phenomenon that is no larger than a 40-foot cube. The image appears at a spot that you can see within range and lasts for the duration. All creatuers other than you can immediately identify as an illusion. As long as you believe in it, you may treat it as real. A creature other than you may make a wisdom save to attempt to believe in it, and are able to treat it as real on a successful save.
{| class="wikitable"
|+ Watery Sphere
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a droplet of water)
|}
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.<br>
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.<br>
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.<br>
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.<br>
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.