Difference between revisions of "Spells (5A)"

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(Veil)
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''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.
 
''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.
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== Disguise Self ==
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: ''1st-level illusion
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: '''Casting Time''': 1 action
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: '''Range''': Self
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: '''Components''': V, S
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: '''Duration''': 1 hour
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: '''Spell Lists'''. Artificer, Bard, Sorcerer, Wizard
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: '''Source''': Player's Handbook
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You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
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The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
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=== Veil ===
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Veil is not a spell in itself, it is a development of the Disguise Self spell. If you have access to Veil, add the following to Disguise Self:
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: '''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, it gains a range of Touch and requires a willing target. When you cast this spell using a spell slot of 4th level or higher, you can affect up to 6 willing targets within a range of 30 feet. When you cast this spell using a spell slot of level 6 or higher, you can affect unwilling targets within 30 feet. Targets are allowed a Wisdom save to avoid the effect. If affected, the effective Charisma (Deceit) of their disguise is equal to your spell attack modifier.
  
 
== Find Familiar ==
 
== Find Familiar ==

Revision as of 19:44, 18 April 2022

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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: 30 plus 10 per spell level over level 2 (the animated clockwork has six hit dice [d6] plus two hit dice per spell level over level 2)
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).
Power Tool. 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 (chosen when making the material component).

Baleful Polymorph

4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of a creature of the form to be assumed)
Duration: Concentration, up to 1 minute
Source. Adapted from Player's Handbook.

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including Strength and Dexterity, are replaced by the statistics of the chosen beast except as noted below. The target retains its alignment, personality, Constitution, Intelligence and Charisma scores, skills and saving throws tied to these abilities, hit points, and the ability to talk.

The creature is limited in the actions it can perform by the nature of its new form. It cannot cast spells or use equipment. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

If it is slain in its new form, it dies and resumes its original form. A Remove Curse spell ends this effect.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 6th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Spell Lists. Bard, Druid, Sorcerer, Wizard

Designer's Notes. There are many cases in adventures when creatures are polymorphed, but cannot simply return to their own form. This spell explains how that came to be.

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.

Disguise Self

1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Spell Lists. Artificer, Bard, Sorcerer, Wizard
Source: Player's Handbook

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Veil

Veil is not a spell in itself, it is a development of the Disguise Self spell. If you have access to Veil, add the following to Disguise Self:

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it gains a range of Touch and requires a willing target. When you cast this spell using a spell slot of 4th level or higher, you can affect up to 6 willing targets within a range of 30 feet. When you cast this spell using a spell slot of level 6 or higher, you can affect unwilling targets within 30 feet. Targets are allowed a Wisdom save to avoid the effect. If affected, the effective Charisma (Deceit) of their disguise is equal to your spell attack modifier.

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 that the invisible creature cannot cannot take offensive actions of any sort, not restricted to only the Attack action.

Toll the Dead

Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Spell Lists: Artificer, bard, sorcerer, warlock, wizard
Source: Xanathar's Guide to Everything.

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Spell Lists. Bard, Cleric, Warlock, Wizard

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

Notepad.png 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. You can cast another spell of 1st level or higher on the same turn you cast True Damage. The target cannot use that resistance against the damage of your spell. If the target is immune the damage of your spell, the immunity instead acts as resistance against the damage of your spell. 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.