4,244
edits
(→S-Z) |
|||
Line 902: | Line 902: | ||
| Range: 150ft || Duration: Instant || Components: VSM (one piece of ammunition or one thrown weapon) | | Range: 150ft || Duration: Instant || Components: VSM (one piece of ammunition or one thrown weapon) | ||
|} | |} | ||
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. | |||
Line 911: | Line 912: | ||
| Range: Self || Duration: 1 Minute || Components: V | | Range: Self || Duration: 1 Minute || Components: V | ||
|} | |} | ||
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.<br> | |||
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Create Golem | |+ Create Golem | ||
|- | |- | ||
| Level: 5 || Casting Time: 8 Hours || Transmutation | | Level: 5 || Casting Time: 8 Hours || Transmutation | ||
Line 920: | Line 923: | ||
| Range: Touch || Duration: Instant || Components: VSM (a hammer, ornate stone, clay sculpture, piece of hair, and gold as determined below, which the spell consumes.) | | Range: Touch || Duration: Instant || Components: VSM (a hammer, ornate stone, clay sculpture, piece of hair, and gold as determined below, which the spell consumes.) | ||
|} | |} | ||
To cast this spell you must first deterine which type of golem you would like to create. The amount of gold listed in consumed when the spell is completed. | |||
*Flesh, 50,000GP | |||
*Clay, 65,000GP | |||
*Stone, 80,000GP | |||
*Iron, 100,000 | |||
After you complete the spell the golem is created, animated, under your control, and it understands and obeys your spoken commands. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Disenchantment | |+ Disenchantment | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Action || Abjuration | | Level: 5 || Casting Time: 1 Action || Abjuration | ||
Line 929: | Line 938: | ||
| Range: 60ft || Duration: Instant || Components: VS | | Range: 60ft || Duration: Instant || Components: VS | ||
|} | |} | ||
You disrupt magic in a 20ft radius sphere at a point you choose in range.<br> | |||
'''Magic Item Disruption''' All non-artifact magic items in the sphere have their magic suppressed and become mundane items for 8 hours.<br> | |||
'''Dispel Magic.''' Any active spell of 4th level or lower or other magical effect on a creature or an object in the sphere is dispelled. For each spell of 5th level or higher on a creature or object, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.<br> | |||
'''Creatures and Objects.''' A creature or object summoned or created by magic must make a Constitution saving throw. On a failure, the creature or object winks out of existence. On a success, the creature or object winks out of existence, then instantly the target reappears in the space it left or in the nearest unoccupied space if that space is occupied at the end of its next turn.<br> | |||
'''Sever Magical Connection.''' A creature capable of casting spells or using teleportation or planar travel must make a saving throw using its spellcasting ability with disadvantage. On a failure, the creature is unable to cast spells, or travel magically. The affected target must make a saving throw using its spellcasting ability at the end of each of its turns. On a successful save, this effect ends. On a success, if the creature attempts to cast a spell with a casting time of 1 action or travel magically before the end of its next turn, roll a d20. On an 11 or higher, the spell or magical travel attempt doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell or magical travel attempt. If it can't, the spell or magical travel attempt is wasted. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Permanency | |+ Permanency | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Action || Transmutation | | Level: 5 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: 60ft || Duration: | | Range: 60ft || Duration: Until you cast another spell || Components: VSM (Special) | ||
|} | |} | ||
The next spell you cast during the duration of this spell has its duration become "Until Dispelled".<br> | |||
The material components for this spell are consumed after you cast your next spell. These material components are a number of ley-stones equal to the level of the spell cast, worth 500GP each. Additionally, you lose 500XP per level of the spell cast. This XP can be taken from any number of willing creatures evenly.<br> | |||
Due to the nature of this spell, the DM can veto any spell that would be made permanent by this spell. If this is done, the XP and ley-stones are not consumed and you regain the Spell Slot used to cast this spell.<br> | |||
This spell is intended to make awesome bases or give characters awesome abilities, such as permanent flight or darkvision. | |||
Line 956: | Line 965: | ||
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a quiver containing at least one piece of ammunition) | | Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a quiver containing at least one piece of ammunition) | ||
|} | |} | ||
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.<br> | |||
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends. |