Difference between revisions of "Spells (5A)"
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Revision as of 11:27, 7 March 2022
Starfox's 5th Edition Fan Page |
Animate Clockwork
2nd-level transmutation
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (a clockwork model worth at least 50 gp)
- Duration: Concentration, up to 1 hour
- Spell Lists: artificer
- Source: Original
You enlarge and animate the material component. It grows to Small size in an unoccupied space within range. If there is no available space, you cannot cast this spell.
The resulting creature uses the Animated Clockwork stat block. The creature looks like an enlarged version of the material component. The creature returns to its original form undamaged when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately 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.
- At Higher Levels.
When you cast this spell using a spell slot of 3th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Animated Clockwork
- Small construct
- Armor Class: 13 + the level of the spell (natural armor)
- Hit Points: 15 per spell level (the animated clockwork has a number of hit dice [d6] equal to three times the level of the spell)
- Speed: 30 ft.
- STR 12 (+2) DEX 10 (+0) CON 12 (+1) INT 8 (-2) WIS 11 (+0) CHA 9 (−1)
- Damage Immunities: poison, psychic
- Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands the languages you speak
- Challenge: —
- Proficiency Bonus: equals your bonus
- Actions
- Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).
- Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + the spell’s level bludgeoning, piercing, or slashing damage (your choice when making the material component).
Blood Mark
- 1st level necromancy (ritual)
- Casting Time: 1 minute
- Range: touch
- Components: V, S, M (a single gold coin which is consumed in the casting.)
- Duration: 1 week
- Spell Lists: sorcerer, warlock, wizard
- Source: Adapted from the Blood Mark magic item by Kobold Press.
To cast this spell, a humanoid must pledge a drop of their blood in a 1 minute ritual that involves letting a drop of their blood fall in center of a gold coin. The drop disappears in the process and the center of the coin fills with a red glow.
As a bonus action, the holder of the coin can trigger a number of coins equal to their hit dice and regain 1d3 hit points from each. This ends the spell and reduces the coin to ash. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. The reduced maximum hit points last until the creature finishes a long rest. It dies if this damage reduces its hit point maximum to 0.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, it has a greater duration. 1 month at level 2, 1 year at level 3, 10 years at level 4, and permanent at level 5.
Any person foolish enough to pledge more than a single blood coin might find them all redeemed at once, since such redemptions often happen in a desperate fight or at great blood feasts. Living creatures that lose too much blood grow weak and die, and desperate peasants discover this to their sorrow at the great feasts each year.
Find Familiar
Note that I read "familiar can’t attack" to mean it cannot take offensive actions of any sort, not restricted to only the Attack action.
Invisibility
Note that I read "ends for a target that attacks" to mean cannot cannot take offensive actions of any sort, not restricted to only the Attack action.
Shield (Modified)
- 1st level abjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Spell Lists: Sorcerer, wizard
- Source: Player's Handbook
An invisible barrier of magical force appears and protects you. You have a +5 bonus to AC against the triggering attack and you take no damage from Magic Missile. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
Transmute Object
- 1st level transmutation (ritual)
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (Alchemical salts with a value equal to the value the item created, which are consumed in the casting.)
- Duration: Instantaneous
- Spell Lists: Artificer, bard, sorcerer, warlock, wizard
- Source: Original
You permanently transmute one non-magical object of up to 10 lbs. weight into another object. The resulting object must weigh within 65% to 150% of the original. You can’t use this spell to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you double the weight limit for each additional spell level. If you cast this spell using a 3rd level or higher spell slot, you can transform a magic item into other magic item with the same enchantment, as long as the DM deems the resulting object capable of holding the enchantment. You only need alchemical salts to cover the cost of a mundane item of the type.
Transpose Enhancement
- 2nd level conjuration (ritual)
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (Cold iron cauldron worth at least 1,000 gp.)
- Duration: Instantaneous
- Spell Lists: Artificer, cleric, paladin, sorcerer, warlock, wizard
- Source: Original
Putting two similar items into the cold-iron cauldron, you laboriously invoke the spell. When you are done, only one item remains.
This spell transfers all magical properties from one item to another, destroying the first item while making the second item magical. The two items must be able to carry the enchantment, a weapon enchantment can only be transferred to weapons, an armor enchantment to armors, and so on with the DM's permission. The items can otherwise be entirely different; you can transfer an enchantment from a giant's full plate to a halfling's leather armor. The item to receive the enchantment must be nonmagical, but capable of holding the enchantment to be transferred.
Magic shops, guilds, and covens often have a suitable cauldron that can be used for a small fee (10 gp). These can be generations old.
True Damage
- This is a work in progress.
- 3rd level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (A glass or crystal lens worth 10 gp)
- Duration: Until end of your turn
- Spell Lists: artificer, cleric, sorcerer, warlock, wizard
- Source: Original.
This makes another spell you cast before the end of your current turn bypass damage immunity and resistance. If the target has resistance to the damage of your spell, it cannot use that resistance against your spell. If the target is immune the damage of your spell, the immunity instead becomes resistance. Any damage the second spell does after the end of your current turn is not affected.
Unearthly Chorus
1st-level illusion
- Casting Time: 1 bonus action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 10 minutes
- Spell Lists: Bard
- Source: UA-Starter-Spells
Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.
Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use an action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw or be charmed by you as long as it it can hear the music and for 1 hour thereafter. If a charmed creature notices you harm a charmed creature or its allies, the charm breaks.
Editor Comments: Used the charmed condition and reversed the actions: Bonus action to start, action to use. Potentially this can charm 100 creatures, but the charmed condition in itself is not that powerful an effect.