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| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Primal | | Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Primal | ||
|} | |} | ||
You have Resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder Damage for the Spell’s Duration.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | When you take Damage of one of those Types, you can use your Reaction to gain Immunity to that Type of Damage, including against the triggering Damage.<br> | ||
If you do so, the Resistances end, and you have the Immunity until the end of your next Turn, at which time the Spell ends.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the Immunity lasts for 1 additional Round for each Slot Level above 6th. | |||
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| Level: 6 || Casting Time: 1 Action || Evocation || Bard, Wizard | | Level: 6 || Casting Time: 1 Action || Evocation || Bard, Wizard | ||
|- | |- | ||
| Range: 120ft || Duration: Until Dispelled || Components: VSM (jade dust worth 25+ GP || Arcane | | Range: 120ft || Duration: Until Dispelled || Components: VSM (jade dust worth 25+ GP) || Arcane | ||
|} | |} | ||
You create an illusion of an object, a Creature, or some other visible phenomenon within Range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30ft Cube, and you decide when you cast the Spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.<br> | |||
When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 Minutes, after which the illusion can be activated again.<br> | |||
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30ft of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.<br> | |||
Physical interaction with the image reveals it to be illusory, since things can pass through it. A Creature can use an Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a Creature discerns the illusion for what it is, the Creature can see through the image, and any noise it makes sounds hollow to the Creature.<br> | |||
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| Range: 30ft || Duration: Instant || Components: V || Conjuration | | Range: 30ft || Duration: Instant || Components: V || Conjuration | ||
|} | |} | ||
The air quivers around up to five Creatures of your choice that you can see within Range. An unwilling Creature must succeed on a Wisdom Saving Throw to resist this Spell. You teleport each affected target to an unoccupied Space that you can see within 120ft of you. That Space must be on the ground or on a floor. | |||
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| Range: 60ft || Duration: 8 Hours || Components: VSM (tiny silver cage worth 100GP) || Arcane | | Range: 60ft || Duration: 8 Hours || Components: VSM (tiny silver cage worth 100GP) || Arcane | ||
|} | |} | ||
This Spell snatches the soul of a Humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the Spell ends. Destroying the cage ends the Spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the Spell ends. While a soul is trapped, the dead Humanoid it came from can’t be revived.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | '''Steal Life.''' You can use a Bonus Action to drain vigor from the soul and regain 2d8 HP.<br> | ||
'''Query Soul.''' You ask the soul a question (no Action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.<br> | |||
'''Borrow Experience.''' You can use a Bonus Action to bolster yourself with the soul’s life experience, causing the next Attack Roll, Ability Check, or Saving Throw you make before the start of your next Turn to be made with Advantage.<br> | |||
'''Eyes of the Dead.''' You can use an Action to name a place the Humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for 10 Minutes and requires Concentration. You receive visual and auditory information from the sensor as if you were in its Space using your senses.<br> | |||
A Creature that can see the sensor (such as one using See Invisibility or Truesight) sees a translucent image of the tormented Humanoid whose soul you caged.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can exploit the soul 3 additional times and the Duration increases by 8 Hours for each Slot Level above 6th. | |||
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| Range: 90ft || Duration: 1 Hour || Components: VSM (Humanoid blood inside a ruby vial worth at least 600GP) || Arcane | | Range: 90ft || Duration: 1 Hour || Components: VSM (Humanoid blood inside a ruby vial worth at least 600GP) || Arcane | ||
|} | |} | ||
You call forth a fiendish spirit. It manifests in an unoccupied Space that you can see within Range. This corporeal form uses the Fiendish Spirit stat block. When you cast the Spell, choose Demon, Devil, or Yugoloth. The Creature resembles a Fiend of the chosen Type, which determines certain traits in its stat block. The Creature disappears when it drops to 0 HP or when the Spell ends.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | The creature is friendly to you and your companions. In Combat, the Creature shares your initiative count, but it takes its Turn immediately before or after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge Action and uses its Move to avoid danger.<br> | ||
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the stat block improves as it describes. | |||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a magnifying glass) || Arcane | | Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a magnifying glass) || Arcane | ||
|} | |} | ||
You launch a sunbeam in a 5ft wide, 60ft long Line. Each Creature in the Line makes a Constitution Saving Throw. On a failed Save, a Creature takes 6d8 Radiant Damage and is Blinded until the Start of your next Turn. On a successful Save, it takes half as much Damage and is not Blinded.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | Until the Spell ends, you can use an Action to create a new Line of radiance.<br> | ||
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light out to 30ft, and Dim Light an additional 30ft. This light is sunlight.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d8 for each Slot Level above 6th. | |||
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| Range: 10ft || Duration: 1 Minute || Components: VS || Primal | | Range: 10ft || Duration: 1 Minute || Components: VS || Primal | ||
|} | |} | ||
This Spell creates a magical link between a Large or larger inanimate plant within Range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the Duration, any Creature can step into the target Plant and exit from the destination plant by using 5ft of Movement.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes for each Slot Level above 6th. | ||
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| Range: Touch || Duration: 1 Hour || Components: VSM (mushroom powder 25+ GP, which the Spell consumes) || Arcane | | Range: Touch || Duration: 1 Hour || Components: VSM (mushroom powder 25+ GP, which the Spell consumes) || Arcane | ||
|} | |} | ||
This Spell gives the willing Creature you Touch the ability to see things as they actually are. For the Duration, the Creature has Truesight out to a range of 120 feet.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, you can Target 1 additional Creature and the Duration increases by 1 Hour for each Slot Level above 6th. | ||
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a piece of quartz) || Arcane | | Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a piece of quartz) || Arcane | ||
|} | |} | ||
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10ft, or you can shape a flat surface made up of ten 10ft Square panels. Each panel must be contiguous with another panel. In any form, the wall is 1ft thick and lasts for the Duration.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, | If the wall cuts through a Creature’s space when it appears, the Creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving Throw, taking 10d6 Cold Damage on a failed Save or half as much Damage on a successful one.<br> | ||
The wall is an object that can be Damaged and thus breached. Each panel has 12AC and 30HP, and it has Immunity to Cold, Poison, and Psychic Damage and Vulnerability to Fire Damage. Reducing panel to 0 HP destroys it and leaves behind a sheet of frigid air in the Space the panel occupied.<br> | |||
A Creature moving through the sheet of frigid air left behind by the shattered panel for the first time on a Turn makes a Constitution Saving Throw, taking 5d6 Cold Damage on a failed Save or half as much Damage on a successful one.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 7th Level or higher, the initial Damage increases by 2d6, and the frigid air Damage increases by 1d6 for each Slot Level above 6th. | |||