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Choose a manufactured metal object, such as a metal Weapon or a suit of Heavy or Medium metal Armor, that you can see within Range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire Damage when you cast the Spell. Until the Spell ends, you can use a Bonus Action on each of your subsequent turns to deal this Damage again.<br> | Choose a manufactured metal object, such as a metal Weapon or a suit of Heavy or Medium metal Armor, that you can see within Range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire Damage when you cast the Spell. Until the Spell ends, you can use a Bonus Action on each of your subsequent turns to deal this Damage again.<br> | ||
If a creature is holding or wearing the object and takes the Damage from it, the creature makes a Constitution Saving throw. On a failed Save, a creature throws or drops the object if it can. If it doesn't throw or drop the object, it has Disadvantage on | If a creature is holding or wearing the object and takes the Damage from it, the creature makes a Constitution Saving throw. On a failed Save, a creature throws or drops the object if it can. If it doesn't throw or drop the object, it has Disadvantage on Attack Rolls and Ability Checks until the start of its next turn.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d8 for each Slot Level above 2nd. | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d8 for each Slot Level above 2nd. | ||
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=== Hold Person === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || Enchantment | | Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron) | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron) | ||
|} | |} | ||
Choose a Humanoid that you can see within | Choose a Humanoid that you can see within Range, it makes a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Paralyzed|Paralyzed]] for the Duration. At the end of each of its turns, the target can repeat the Save. On a successful Save, the Spell ends on the target.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional Humanoid within Range for each Slot Level above 2nd. | |||
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=== Immovable Object === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || Transmutation | | Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Druid, Warlock | ||
|- | |- | ||
| Range: Touch || Duration: 1 Hour || Components: VSM (gold dust worth at least 25GP, which the | | Range: Touch || Duration: 1 Hour || Components: VSM (gold dust worth at least 25GP, which the Spell consumes) | ||
|} | |} | ||
You touch an object that weighs no more than | You touch an object that weighs no more than 10lbs and cause it to become magically fixed in place. You and the creatures you designate when you cast this Spell can move the object normally. You can also set a password that, when spoken within 5ft of the object, suppresses this Spell for 1 minute.<br> | ||
If the object is fixed in the air, it can hold up to 4, | If the object is fixed in the air, it can hold up to 4,000lbs of weight. More weight causes the object to fall. Otherwise, a creature can use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the creature can move the object up to 10ft.<br> | ||
'''At Higher Levels.''' If you cast this Spell using a Spell Slot of 3rd Level or higher, the weight the object can carry increases by 4,000lbs for each Slot Level above 2nd. If you cast this Spell using a Spell Slot of 4th Level or higher, the Duration increases to 24 Hours and the DC to move the object increases by 5 for every two Slot Levels above 2nd. If you cast this Spell using a Spell Slot of 6th Level or higher, the Duration of the Spell increases to Until Dispelled. | |||
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{| class="wikitable" | {| class="wikitable" | ||
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:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | :'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | ||
=== Iron Spine === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || Transmutation | | Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Druid, Maledictor, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot) | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot) || Arcane | ||
|} | |} | ||
You launch an ingot of iron at a creature in | You launch an ingot of iron at a creature in Range. Make a Ranged Spell Attack. On a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron until the Spell ends. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has Disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the target's turns, it can make a Constitution Saving Throw. On a successful Save, the Spell ends on that target. Fey have Disadvantage on this Saving Throw.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional creature within Range for each Slot Level above 2nd. | |||
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*You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage. | *You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage. | ||
=== Knell of the Depths === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Knell of the Depths (Druid, Shaman, Sorcerer, Warlock, Wizard) | |+ Knell of the Depths (Druid, Shaman, Sorcerer, Warlock, Wizard) |