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ALTER TERRAIN

3rd level transmutation

Casting Time: 1 round


Range: 120 feet
Components: V, S, M (a handful of dirt)
Duration: Instantaneous

This spell allows a caster to alter the terrain around them, creating or removing difficult terrain of their choice.
The caster can effect an area of that takes up twelve squares on a combat map. The caster can fill or create pits but
doing so takes up twice as many squares.
At Higher Levels. When you cast this spell using a 3rd level spell slot or higher, you can effect an addi-
tional six squares of ground per additional spell level slot you choose to use.

ANIMATE MINOR UNDEAD


1st level necromancy

Casting Time: 1 minute


Range: 10 feet
Components: V, S, M (a drop of blood, and either a severed hand or a bowl of ectoplasm)
Duration: Instantaneous

This spell creates a minor undead servant. Choose a severed hand to create a crawling claw, or use a bowl of
ectoplasm (necromantic slime - found in areas strongly connected to the Negative Material Plane) within range
of the spell. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The severed
hand becomes a crawling claw or the bowl of ectoplasm becomes a poltergeist (see below for monster statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with
this spell as well as with the animate dead spell if the creature is within 60 feet of you (if you control multiple
creatures, you can command any or all of them at the same time, issuing the same command to each one). You
decide what action the creature will take and where it will move during its next turn, or you can issue a gen-
eral command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task if
complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given
it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before
the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have
animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or reas-
sert control over two additional minor undead creatures for each slot level above 1st. Each of the creatures must
come from a different severed hand or bowl of ectoplasm. Additionally, you can cast this spell as if you are cast-
ing animate dead if you use a third level spell slot.

POLTERGEIST
Medium undead

Poltergeists are minor undead that haunt the world, disturbing whatever area they inhabit by moving
objects around, and when they are angered using those objects as weapons against those who irritate
them. They are made of ectoplasmic slime, a foul substance that oozes from places in the world close to
the Negative Material Plane, which allows them to engulf an enemy.
Poltergeist: medium undead, unaligned, AC 10, Hit Points: 4 (1d8), Str: 10 (+0), Dex: 10 (+0), Con: 10
(+0), Int: 7 (-2), Wis: 10 (+0), Cha: 10 (+0), skills: Intimidate +2, Senses: Perception +2, passive Percep-
tion: 12, Languages: Common, Challenge: 0 (10 XP).

Move Object: A poltergeist can move an object around within it as a mage hand spell (although it does
not form the appearance of a spectral hand). It can use this ability to throw an object. Ranged weapon
attack: +2 to hit, range 30 feet, one target. Hit: 2 (1d4) damage.

Engulf: The poltergeist moves up to its speed. While doing so, it can enter a medium or smaller crea-
ture’s space. Whenever the poltergeist enters a creature’s space, the creature must make a DC 10 dexter-
ity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the polter-
geist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the poltergeist enters the creatures space, and the creature is engulfed. An engulfed
creature is grabbed by the poltergeist.
An engulfed creature can try to escape by taking an action to make a DC 10 strength check. On a
success, the creature escapes and enters a space of its choice within 5 feet of the poltergeist.

BLUFF
2nd level illusion

Casting Time: 1 round


Range: self
Components: V, S
Duration: Concentration (up to one minute or until used)

This spell masks your appearance to hide obvious tells from showing, thus when you cast this spell you can make
Deceptions check with advantage so long as you are concentrating on the spell, or until the spell ends.

CREATE/ABSORB FONT OF POWER


2nd level evocation

Casting Time: 1 minute


Range: 10 feet
Components: V, S
Duration: Until dispelled (or 24 hours if absorbed)

This spell creates or absorbs a magical font of power, a letter in a shape that the caster chooses, made of glow-
ing magical energies that shine as bright as a lantern in a color of the casters choice. The font coorsponds with a
magical element of the caster’s choice (fire, lightning, cold, acid, poison, necromancy, radiant, etc). The font fills
the ground in a ten foot by ten foot area, but does not act as difficult terrain or any other hindrance to move-
ment. Anyone who stands within the area of the font and casts a spell of the same element of the font casts the
spell with an extra di of damage.
Additionally, a caster with this spell can absorb the magical energies of a font of power, destroying it.
When a caster proceeds to do this the spell slot they use to cast this spell is replaced with this spell. If the spell is
not expended within 24 hours the font of power disburses and is lost.
CREATE/DESTROY ADDITIONAL SELF
6th level transmutation

Casting Time: 1 minute


Range: 10 feet
Components: V, S
Duration: Instantaneous

This spell splits your character into two identical copies, each at half the level you were at (rounded down) when
you first cast the spell. All non magical items are copied as well. When this spell is cast there is a 25% chance of
each additional self having a perminent random major madness effect on them. If an additional self has this spell
cast on them a second time then each copy has a 50% chance of gaining a perminent major madness effect, and
each additional self beyond that has a 75% chance of having a major madness effect, then a 100% chance of a
major madness effect.
Magic items are not copied with the spell and are instead split between the two new copies. Cursed items
are equally split between the two new copies, decided at random.
If this spell is used to destroy an additional self then each additional self that does not want to willingly
merge gets a Wisdom saving throw to avoid the effect with advantage. Once both additional selves merge their
total levels merge as well (rounded up). Their non magical items merge if they were the result of a previous
casting of this spell as well. Any madness effects, curses, or other perminent effects from both additional selves
remain in effect once merged. In addition, for every month that two additional selves have been apart they have a
culmative 10% chance of gaining a new perminant major madness effect once this spell is cast to merge them.

FANTASTIC LIMBS
2nd level transmutation

Casting Time: 1 round


Range: 10 feet
Components: V, S
Duration: Concentration (up to a minute)

This spell alters the limbs of the target to stretch and bend at will. The target can stretch each limb, neck and any
additional extremities a number of feet equal to quadruple their highest ability modifier as a bonus action, and
increases the target’s reach accordingly. If the target stretches their legs they can double their speed for every
time they double the length of their legs.

HEART STOP
4th level transmutation

Casting Time: 1 round


Range: 60 feet
Components: V, S
Duration: Concentration, up to ten minutes

You stop the heart of a living being can you see within sixty feet as if you are gripping it in your palm. The target
receives a Constitution saving throw. On a failed saving throw the target gains a point of exhaustion. For each
additional round that you are concentrating the target must continue to making Constitution saving throws or
gain more points of exhaustion until they die. If they succeed at a saving throw then they retain their current
level of exhaustion, but the spell ends. If they take and lightning damage they immediately gain a saving throw
with advantage to end the spell, but they retain their level of exhaustion.

HINDSIGHT
2nd level divination

Casting Time: 1 round


Range: self
Components: V, S
Duration: Instantaneous

This spell allows you to react to an attack roll or saving throw, forcing an enemy to reroll an attack roll as if they
had disadvantage, or rerolling a saving throw as if you had advantage, both as a reaction. If an enemy already has
disadvantage to attack you or if you already have advantage on a saving throw this spell then has no effect.

MALEVOLENT MIASMA
5th level necromancy

Casting Time: 1 action


Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of a violet, ghastly miasma centered on a point of you choose within range.
The miasma spreads around corners. It lasts for the duration or until strong wind disperses the miasma, ending
the spell. It’s area is heavily obscured.
When a creature enters the spells area for the first time on a turn or starts its turn there, that creature
must make a Constitution saving throw. The takes takes 3d8 necrotic damage on a failed saving throw, or half as
much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breath.
In addition, undead creatures within the miasma gain temporary hit points equal to the castors ability
modifier from which they used to cast the spell.
The miasma has an unnatural intellect of it’s own, and moves on the caster’s turn toward the largest group
of individuals that the caster can see, regardless if they are the caster’s allies or enemies.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th, and the bonus hit point granted to undead increase by 1.

MENTAL MALFORMATION
5th level transmutation

Casting Time: 1 round


Range: 10 feet
Components: V, S
Duration: Instantaneous

This spell attempts to alter the alignment of a target through mental trama. If the target resists the effect they take
2d8 psychic damage and have a 25% chance of gaining a minor madness effect for every round they resist. If the
target willingly fails the saving throw then they take no damage or take any madness effect. Once the target has
been reduced to 0 hit points as a result of the spell their alignment shifts one direction toward where the caster
wishes it to be, and they stabilize automatically as part of the spell. If the target manages to last ten rounds of the
spell without being reduced to zero hit points then their alignment does not change, but they may still suffer the
madness effects. This spell is only effective on a target once per day, and effects the targets hit point total, not the
amount of hit points they currently have.

NEWFOUND LIMB
3rd level transmutation

Casting Time: 1 round


Range: 10 feet
Components: V, S
Duration: Instantaneous (up to one hour)

This spell creates an addition limb that instantly grows out of the side of the target. The limb can be used like any
other limb and thus can wield a weapon, draw or put away an item, cast a spell, etc, as a bonus action. The limb
can also be used to hold a shield, torch or other item without requiring an action. The target can receive a num-
ber of additional limbs equal to their Constitution modifier.
Special: Multiple additional limbs can be given identical actions if the target uses a bonus action to use
them. In addition, if the target uses a bonus action to make an attack with their off hand then they can choose
to give the additional limb an identical action at the same time. These identical action do not have to be on the
same target enemy.

SHADOW COLLAR
3rd level enchantment (charm, shadow)

Casting Time: 1 round


Range: 20 feet
Components: V, S
Duration: Instantaneous

This spell creates a collar of shadows around a target’s neck, which keeps the target charmed by the spellcaster,
and keeps the caster invisible to the target. The caster can make a bonus action to use the collar to strangle the
target, preventing them from breathing. This spell can be dispelled with a Dispel Magic or Remove Curse spell. If
the caster uses shadow magic to cast this spell the target has disadvantage when making the saving throw.

SONG OF INTOXICATION
2st level transmutation

Casting Time: 1 round


Range: 60 feet
Components: V, S, M (a bottle of alcohol, wine or beer)
Duration: 1 minute

This magical song intoxicates a group of targets as if they had spent a night drinking, causing them to become
poisoned. Roll 6d8; the total is how many hit points of creatures this spell can affect, starting with the creature
that has the lowest current hit points.
SUMMON MONSTER
1st level conjuration (summoning)

Casting Time: 1 round


Range: 30 feet
Components: V, S
Duration: Concentration, up to an hour.

This spell conjures a celestial, fiend, or elemental that serves you and obeys your commands. The creature must
be challenge rating 1/8th or lower. If you summon a creature with a challenge rating of 0 then you can summon
two creatures. You can cast this spell multiple times and summon as many creatures as you’d like, but you can
only control up to four at a time. Summoned creatures take no actions unless attacked unless you give them a
command as a bonus action.
At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you can summon a crea-
ture with a challenge rating of 1/4th or higher, depending on how many spell slots above first level that you use.
Thus a spell slot of 3rd level can summon a 1/2 challenge rating creature, and a spell slot of 4th level can summon
a challenge rating 1 creature.

WONDER
4th level evocation

Casting Time: 1 round


Range: 30 feet
Components: V, S
Duration: Instantaneous

This spell creatures a random magical effect, exactly as a wand of wonder (see the wand of wonder in the DM’s
Guild), and is in fact the spell required to create a wand of wonder. The caster rolls a random effect from the
wand of wonder list, which instantaneously goes off.

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