Difference between revisions of "Spells (5A)"
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If you use a spell slot of 3rd level or higher, you increase the duration, gain more options to choose from, and can choose more options. All effects are cumulative. | If you use a spell slot of 3rd level or higher, you increase the duration, gain more options to choose from, and can choose more options. All effects are cumulative. | ||
: A spell slot of 3rd level or higher allows you to pick 2 transformation options at the same time. | : A spell slot of 3rd level or higher allows you to pick 2 transformation options at the same time. | ||
− | : A spell slot of 4th level or higher gives a duration of concentration, up to | + | : A spell slot of 4th level or higher gives a duration of concentration, up to 24 hours. |
: A spell slot of 5th level or higher gains you another transformation option to choose from: | : A spell slot of 5th level or higher gains you another transformation option to choose from: | ||
:: '''Flight''': You grow wings and gain a fly speed equal to your land speed, but cannot hover. | :: '''Flight''': You grow wings and gain a fly speed equal to your land speed, but cannot hover. |
Revision as of 23:52, 11 July 2022
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Air Wave
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S (a melee weapon doing slashing damage)
- Duration: Instantaneous
- Spell Lists: artificer, bard, ranger, sorcerer
- Source: En5ider 35
With a swing of your weapon, you attack a target within range with a wave of cutting air. Make a melee weapon attack against the target as if you were adjacent to it. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Attacks made with this spell deal magical slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its range increases by 20 feet for each slot level above 1st.
Alter Self
- 2nd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 hour
- Spell Lists. Artificer, Sorcerer, Wizard
- Source: Player's Handbook
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
At Higher Levels If you use a spell slot of 3rd level or higher, you increase the duration, gain more options to choose from, and can choose more options. All effects are cumulative.
- A spell slot of 3rd level or higher allows you to pick 2 transformation options at the same time.
- A spell slot of 4th level or higher gives a duration of concentration, up to 24 hours.
- A spell slot of 5th level or higher gains you another transformation option to choose from:
- Flight: You grow wings and gain a fly speed equal to your land speed, but cannot hover.
- A spell slot of 6th level or higher gives a duration of 1 hour without concentration, but you cannot change transformation options once the spell is cast.
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).
Aspect of the Moon
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- Spell Lists: druid, ranger
- Source: En5ider 35
You throw your head back and howl like a beast, embracing your primal impulses. Your hair grows, your features become more feral and sharp claws grow on your fingers. You gain a +1 bonus to Armor Class, your speed increases by 10 feet, you have advantage on Wisdom (Perception) checks and your unarmed strikes deal 1d8 slashing damage. You may add your Strength or Dexterity to attack and damage rolls, as if your unarmed strike was a finesse weapon.
You gain resistance to bludgeoning, slashing, and piercing damage that are not from magic or silvered weapons, and If you are hit by a silvered weapon, you have disadvantage on your Constitution saving throw to maintain concentration.
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
- Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard
- Source. 3E
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 half the target’s (or half the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including ability scores, are replaced by the statistics of the chosen beast. The target retains its personality. It gains a number of temporary hit points equal to their current hit points when they were transformed.
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.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 6th level or higher, the spell lasts until it is dispelled and doesn’t require concentration.
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.
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. Casting this spell once gives you a familiar, but in order to use the familiar pocket or restore the familiar after it is dead, you need to have the spell available to you.
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.
Invisibility to Undead
- 1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Concentration, up to 1 hour
- Spell Lists: cleric, paladin, sorcerer, warlock, wizard
- Source: 3E
A touched creature becomes Invisible, but only to undead creatures. Creatures that are not undead can see the target normally.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect 2 additional targets for each slot level above 1st.
Inferno Strike
- 3rd-level evocation
- Casting Time: 1 reaction
- Range: Self
- Components: V
- Duration: Instantaneous
- Spell Lists: druid, ranger, sorcerer
- Source: En5ider 35
When you hit an enemy with a melee attack, you may transform your weapon into a raging inferno. In addition to the weapon's normal damage, the target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much on a successful one.
The weapon is then restored to its normal form, undamaged.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Shadow Weapon
- 1st-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 minute
- Spell Lists: cleric, ranger, sorcerer
- Source: En5ider 35
You grasp the darkness around and fuse it into a shadowy black weapon. It counts as a normal weapon of any type you desire, except it deals necrotic damage instead of its normal damage type. If you let go of the weapon, it disappears and the spell ends. Ignore any ammunition quality of a shadow weapon.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase its duration by 10 minutes per each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, the weapon gains a +1 bonus to attack and damage rolls for every two slot levels above 1st, up to a maximum of +3.
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.
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 minute thereafter. If a charmed creature notices you harm a charmed creature or its allies, the charm breaks. A creature that passes its saving throw or has its charm broken for any reason automatically succeeds against further saves against this spell for the next 8 hours.
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.