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While on the Second Ward, you can see and hear the material world, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. | While on the Second Ward, you can see and hear the material world, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. | ||
=== Bloatbomb === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Necromancy | | Level: 3 || Casting Time: 1 Action || Necromancy || Maledictor, Warlock, Wizard | ||
|- | |- | ||
| Range: 60ft || Duration: Instant || Components: VS | | Range: 60ft || Duration: Instant || Components: VS || Arcane | ||
|} | |} | ||
You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer | You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer current Hit Points than the result of the dice, it immediately drops to 0 Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft Radius Sphere, centered on the target. Creatures in the explosion make a Dexterity Saving Throw. On a failed Save, a creature takes 3d6 Acid Damage, and a creature takes half as much Damage on a successful Save.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you increase the Hit Points effected by 1d8 and the Damage dealt by 1d6 for each Slot Level above 3rd. | |||
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For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. | For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. | ||
=== Petrify Limb === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Transmutation || Druid, Maledictor, Shaman, Warlock, Wizard | ||
|- | |- | ||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP) | | Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP) | ||
|} | |} | ||
A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a | A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a Ranged Spell Attack against the target. On a hit, it takes 5d10 Necrotic Damage, and it makes a Constitution Saving Throw if it has any limbs. On a failed Save, you choose one of its limbs to affect. That limb is turned to stone until the Spell ends, and cannot be used to make Attacks. This Spell also has an additional effect based on which limb you chose as follows: | ||
'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.<br> | *'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.<br> | ||
'''Leg.''' The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl.<br> | '''Leg.''' The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl.<br> | ||
'''Wing.''' The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic.<br> | '''Wing.''' The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic.<br> |