Spells

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Existing Abilities and Spells

B:

Bad Mojo:NOT IMPLEMENTED
1st-level enchantment
Class: Bard, Cleric, Evanesce, Warlock
Requires: n/a
Casting Time: 1 action
Range: Touch
Components: V
Duration: 1 minute
Effect: Your hands flash with a strange pale glow. You make a melee spell attack roll against a creature. If you hit the creature they take 1d4 radiant damage (if you are good or neutral) or 1d4 necrotic damage (if you are evil) and take a penalty equal to the damage dealt, to the next d20 roll they make in the next minute. This has has no effect on targets immune to being charmed.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the damage is increased by 1d4 and the number of d20 rolls increases by 1 for each spell slot above 1st (maximum of 5th level).

Blain:NOT IMPLEMENTED
1st-level enchantment
Class: Bard, Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute
Effect: Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or it takes 1d6 necrotic damage for every 5 feet it travels. At the end of each of its turns, that target can make another Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the necrotic damage is increased by 1d6 for each spell slot above 1st.

C:

Caustic Gush:NOT IMPLEMENTED
3rd-level evocation
Class: Druid, Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a lemon)
Duration: Instantaneous
Effect: Yellow-Green energy swirls in your hands, as you release it at a point of your choice within range; where it explodes splashing everything with caustic acid. Each creature within a 20-foot radius sphere cnetered on that point must make a Dexterity saving throw. A target takes 10d4 acid damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the acid damage is increased by 2d4 for each spell slot above 3rd.

Creeping Death:NOT IMPLEMENTED
4th-level evocation
Class: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of cured meat)
Duration: Instantaneous
Effect: Aggressive dark energies surround a target creature within range. Make a ranged spell attack against the target. On a hit, the target takes 10d4 necrotic damage. At the start of its turn, it can make a Constitution saving throw. On a failure they take an additional 3d6 necrotic damage and any hostile creature within 5 feet of it, must also make a Constitution saving throw. If they fail, they take 3d6 necrotic damage on the start of their turn and any hostile creature within 5 feet of it, must make a Constitution saving throw. If a creature successfully saves agains Creeping Death, they are immune to any effect of the spell for 1 minute.
At Higher Levels: When you cast this spell using a spell slot of 5th or higher, the initial necrotic damage is increased by 2d4 and the lingering damage is increasd by 1d6 for each spell slot above 4th.

Crystal Nova:NOT IMPLEMENTED
3rd-level evocation
Class: Druid, Sorcerer, Wizard
Requires: n/a
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a piece of glass or ice)
Duration: Instantaneous
Effect: A fine, shimmering dust bursts out from around you. Each creature and nonmagical object other than you within 15 feet of you must make a Dexterity saving throw. On a failed save, the creatures are restrained as the dust begins to crystalize on them. They are not restrained on a successful save, but some crystals form. Restrained creatures can make a Strength saving throw at end of each of their turns to break free.
Unrestrained creatures can take a bonus action on its next turn to remove the crystals. If a creature takes bludgeoning or thunder damage while the crystals are on them they take an additional 8d4 cold damage. Any nonmagical object’s on the creature also take the damage.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the cold damage is increased by 2d4 for each spell slot above 3rd.

D:

Daze:NOT IMPLEMENTED
1st-level enchantment
Class: Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
Effect: Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be it has its speed become 0, and it cannot benefit from any bonus to its speed for the duration. It also has disadvantage on Strength and Dexterity saving throws. At the end of each of its turns, that target can make another Constitution saving throw. On a success, the spell ends on the target. This has has no effect on oozes or constructs.

F:

Frost Nova:NOT IMPLEMENTED
2nd-level evocation
Class: Bard, Druid, Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (liquid water)
Duration: Instantaneous
Effect: A freezing chill emits from you. Each creature other than you within 15 feet of you must make a Strength saving throw. A creature takes 2d6 cold amage on a failed save and has its movement speed reduced to 0 until the end of your next turn. Creature’s take half damage and have their movement speed reduced by 10 until the end of your next turn on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the cold damage is increased by 1d6 for each spell slot above 2nd.

Frostfire Bolt:NOT IMPLEMENTED
3rd-level evocation
Class: Evanesce, Sorcerer, Wizard
Requires: n/a
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a cold ember)
Duration: Instantaneous
Effect: You weave burning energies with frigid magic at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 cold damage, 3d6 fire damage, and is unable to take reactions until the end of your next turn. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the fire damage or the cold damage is increased by 1d6 (your choice) for each spell slot above 3rd.

G:

Glitterdust:NOT IMPLEMENTED
1st-level conjuration
Class: Bard, Evanesce, Sorceror, Wizard
Requires: n/a
Casting Time: 1 action
Range: 120 feet
Radius: 60 feet
Components: V, S, M (a pinch of metallic dust)
Duration: 1 minute
Effect: A cloud of shimmering particles covers everyone and everything in a 60 foot radius area within range. Creatures that you designate must make a Wisdom saving throw or become blinded and visibly outlining invisible things for the duration of the spell. At the end of each of their turns, the targets can make another Wisdom saving throw. On a success, the blind ends on the target, but the outline remains. Any creature covered by the dust has disadvantage on Stealth checks.

Greatberry:NOT IMPLEMENTED
5th-level transmutation
Class: Cleric (Nature Domain), Druid, Ranger, Sorcerer (Divine Bloodline Nature), Wizard (Transmutation)
Requires: The ability to cast the Goodberry spell.
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grapevine plucked of its grapes or a sprig of mistletoe)
Duration: Instantaneous
Effect: Up to ten berries appear in your hand and are infused with powerful magic for the duration. A creature can use its action to eat up to 10 berries. Eating a berry restores 5 hit points, and the berry provides enough nourishment to sustain a creature for one day. Alternatively, you can consume 5 berries to cure one disease, neutralize one poison effect, remove a form of madness, or end one effect reducing a target’s ability score. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Grace:NOT IMPLEMENTED
5th-level enchantment
Class: Cleric or Paladin
Requires: n/a
Casting Time: 1 reaction, which you take when initiative is being rolled, but before the rolls are done.
Range: Self (120-foot radius)
Components: V, S, M (a few grains of white sand)
Duration: Instantaneous
Effect: The unmerited favor of your deity channels through you. When initiative is being rolled, up to 3 creatures of your choice within range have advantage on their initiative roll and add your Charisma modifier (minimum of 1).
At Higher Levels: When you cast this spell using a spell slot of 6th or higher, you can target one additional creature for each spell slot above 5th.

H:

Healer’s LoreNOT IMPLEMENTED
2nd-level evocation
Class: Cleric, Sorcerer (Divine Bloodline Life)
Requires: Domain of Life, replaces Spiritual Weapon
Casting Time: 1 reaction, which you take in response to a creature being damaged within 60 feet of you that you can see or hear.
Range: 60 feet
Components: V, S
Duration: Instantaneous
Effect: A creature you choose regains a number of hit points equal to 2d6 + 2 + your spellcasting modifier. This heal has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the healing is increased by 1d6 + 1 for each spell slot above 2nd.

I:

Ice ArmorNOT IMPLEMENTED
3rd-level conjuration
Class: Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a waterskin that has had water in it in the last 7 days)
Duration: Instantaneous
Effect: A chilling force shield a creature within range until the end of your next turn. The shielded creature gains a +2 bonus to AC and any creature that attacks the protected target is limited to a single attack until the start of their next turn.

Ice ArrowNOT IMPLEMENTED
2nd-level conjuration
Class: Bard, Evanesce, Ranger
Requires: n/a
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Effect: The next time you hit a creature with a ranged weapon attack before the spell ends, this spell causes your ranged weapon or ammunition to chill your target to its core. In addition to the normal effect of the attack, the target of the attack must make a Constitution saving throw. It takes 1d12 cold damage and has its movement speed reduced by 15 feet, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the cold damage increases by 1d12 for each slot level above 2nd. If you cast it using a spell slot of 5th or higher, the movement speed is reduced by an additional 15 feet.

L:

LanguishNOT IMPLEMENTED
3rd-level enchantment
Class: Bard, Cleric, Druid, Ranger
Requires: n/a
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sun dried mushroom cap)
Duration: Concentration, up to 1 minute
Effect: Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or all damage it deals is the minimum possible. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Liquid Flame:NOT IMPLEMENTED
2nd-level evocation
Class: Bard, Druid, Sorcerer, Wizard
Requires: n/a
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small volcanic stone)
Duration: Instantaneous
Effect: You unleash a red stream of molten rock at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 fire damage. A 5 foot cubed pool of magma is left on the ground at the point of the spells destination. Creatures who start their turn or move into the pool take 4d6 fire damage. The pool can be manipulated be spells and abilities that effect water; like the Control Water spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the fire damage is increased by 1d6 for each spell slot above 3rd. Additionally, the magma pools size is increased by 5 feet cubed at 5th level spell slot, another 5 feet cubed at 7th level spell slot and a final 5 feet cubed at 9th level spell slot.

M:

MulchNOT IMPLEMENTED
3rd-level transmutation
Class: Cleric (of Nature), Druid or Ranger
Requires: n/a
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Effect: Choose a creature that has been dead for no longer than 10 days. The corpse rapidly decomposes until nothing remains and is converted into life sustaining energy. You are able to utilize this energy by creating a pool of healing you can immediately use to heal creatures within 60 feet of you. The pool of healing is based on the hit dice size of the creature when it was alive x 3. The pool of healing fades at the end of your turn.
For example, you use a corpse of a yeti which has d10 hit dice size. The healing pool if Mulch is cast at 3rd level is 3 × 10, for 30 hit points.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the healing multiplier increases by 1 for each spell slot about 3rd.

N:

Necrosis:NOT IMPLEMENTED
necromancy cantrip
Class: Bard, Cleric, Warlock
Requires: n/a
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Effect: You manifest a shard of negative energy. Make a ranged spell attack against the creature. On a hit, the target takes 1d8 necrotic damage, and it cannot add any damage modifier to its damage until the start of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

O:

OverhealNOT IMPLEMENTED
5th-level evocation
Class: Cleric or Druid
Requires: n/a
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (coin worth 100 gp, which the spell consumes)
Duration: Instantaneous
Effect: A creature you choose regains a number of hit points equal to 5d8 + your spellcasting modifier. This has has no effect on undead or constructs. Additionally, all creatures within 5 feet of your target that are hostile to it, must make a Wisdom saving throw. They take the amount healed as radiant damage on a failed saving throw, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th or higher, the healing is increased by 1d8 for each spell slot above 5th.

R:

RaptureNOT IMPLEMENTED
3rd-level evocation
Class: Bard, Cleric, Paladin
Requires: n/a
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Effect: A creature you choose regains a number of hit points equal to 3d6 + your spellcasting modifier. As long as the spell heals your target, any healing that would be lost due to them being a full hit points, is gained as temporary hit points. This has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the healing is increased by 1d6 for each spell slot above 3rd.

Rimeshock:NOT IMPLEMENTED
4th-level evocation
Class: Druid, Sorcerer, Wizard, Warlock
Requires: n/a
Casting Time: 1 action
Range: Touch
Components: V, S, M (pedals of a flower that only blooms at night)
Duration: Instantaneous
Effect: The very essence of winter and the cold manifest around your hands. Make a melee spell attack against the target. On a hit, the target takes 8d10 cold damage, and has is only able to make one attack even if it normal is able to do multiple attacks until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the cold damage is increased by 2d10 for each spell slot above 4th.

S:

Shiver ArmorNOT IMPLEMENTED
4th-level conjuration
Class: Druid, Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a bone from a small animal that froze to death)
Duration: Concentration, up to 1 minute
Effect: Swirling cold protects a creature within range for up to 1 minute. Attack rolls are made at disadvantage against the protected creature and any creature that attacks the protected target has its movement speed reduced by half until the start of your next turn. While you maintain concentration on Shiver Armor, you can use your reaction to move the spell to a different creature within range when they are the target of an attack roll.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, you can maintain your concentration on the spell for up to 5 minutes. When you use a spell slot of 7th level or higher, you can maintain your concentration on the spell for up to 10 minutes.

StaggerNOT IMPLEMENTED
4th-level enchantment
Class: Bard, Cleric, Druid, Evanesce, Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a dab of moist clay or a small amount of alcohol)
Duration: Instantaneous
Effect: A creature you choose must make a Intelligence saving throw. The target must succeed or they are incapacitated until the end of their next turn and drop one place in the initiative order.

Starburst:NOT IMPLEMENTED
3rd-level evocation
Class: Druid, Sorcerer, Wizard
Requires: n/a
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a white pearl)
Duration: Instantaneous
Effect: Celestial energies coalesce in your hands, as you release of burst of energy at your target. Make a ranged spell attack against the target. On a hit, the target takes 4d10 radiant damage, and has disadvantage on all saving throws until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the radiant damage is increased by 1d10 for each spell slot above 3rd.

StormboltNOT IMPLEMENTED
2nd-level evocation
Class: Bard, Cleric, Druid, Evanesce, Paladin, Sorcerer, Wizard
Requires: n/a
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (iron shavings)
Duration: Instantaneous
Effect: A crackle of energy erupts from you at a creature that you choose. Make a ranged spell attack against the creature. On a hit, the target takes 1d10 lightning and 1d10 radiant damage, and is stunned until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the lightning damage or the radiant damage is increased by 1d10 (your choice) for each spell slot above 2nd.

T:

TransfuseNOT IMPLEMENTED
2nd-level evocation
Class: Bard, Cleric, Druid, Warlock
Requires: n/a
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a blood encrusted blade of any type)
Duration: Instantaneous
Effect: Crimson mist rushes to a creature you choose and envelops them. A creature takes 2d10 necrotic damage on a failed saving throw, or half as much on a successful one. As a bonus action you can heal yourself or one creature within 60 feet of you for the amount of damage dealt.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the necrotic damage is increased by 1d10 for each spell slot about 3rd.

TransjunctionNOT IMPLEMENTED
2nd-level transmutation
Class: Sorcerer, Wizard
Requires: n/a
Casting Time: 1 reaction, which you take in response to a creature being damaged within 30 feet of you or to a creatures movement.
Range: 30 feet
Components: V, S, M (a brass coin)
Duration: Instantaneous
Effect: The creature and one other creature within 30 feet of eachother both make Wisdom saving throws. If both creatures fail their saving throw they swap positions. A creature can choose to fail the saving throw.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the casting range and distance between creatures is increased by 30 feet for each spell slot about 3rd. Up to a maximum of 150 feet.

ThoughseizeNOT IMPLEMENTED
5th-level evocation
Class: Bard, Sorcerer, Wizard, Warlock
Requires: n/a
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (vile of black ink)
Duration: Instantaneous
Effect: You release a pulse of mental energy in front of you. Each creature in a 60-foot cone must make an Intelligence saving throw. A creature takes 6d12 psychic damage and is stunned until the end of its next turn on a failed save. On a successful save they take half as much damage and are not stunned.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

V:

VenomNOT IMPLEMENTED
2nd-level conjuration
Class: Druid, Ranger, Warlock
Requires: n/a
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, 1 minute
Effect: Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned and its damage output is halved for the up to 1 minute. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

VexNOT IMPLEMENTED
4th-level abjuration
Class: Bard, Evanesce, Sorcerer, Wizard, Warlock
Requires: n/a
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (iron shavings)
Duration: Instantaneous
Effect: A creature you choose must make a Intelligence saving throw. The target must succeed or hostile creatures to it have advantage on all saving throws imposed by the target. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell on the target ends.

Void SpikesNOT IMPLEMENTED
1st-level conjuration
Class: Warlock
Requires: n/a
Casting Time: 1 action
Range: 5 by 30 feet, line
Components: V, S
Duration: Instantaneous
Effect: Vorpal spikes erupt from the ground in a straight line out from you, impaling creatures you designate. Those creatures must make a Charisma saving throw. A target takes 1d4 + spellcasting modifier force damage and is stunned until the end of their next turn. The target takes half as much damage and is not stunned on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the damage is increased by 1d4 and the range by 5 feet (to a maximum of 60 feet) for each spell slot about 1st.

W:

WarpNOT IMPLEMENTED
6th-level enchantment
Class: Bard, Sorcerer, Warlock, Wizard
Requires: n/a
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a playing card or a six sided die)
Duration: Instantaneous
Effect: Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or you remove one of its conditional immunities.
At Higher Levels: When you cast this spell using a spell slot of 7th or higher, you are able to target an additional creature for each slot above 6th. The creatures must be within 30 feet of each other when you target them.

Wind LanceNOT IMPLEMENTED
3rd-level conjuration
Class: Druid, Sorcerer, Wizard
Requires: n/a
Casting Time: 1 action
Range: 5 by up to 120 feet, line
Components: V, S, M (bone flute)
Duration: Instantaneous
Effect: A compressed burst of air fires forward piercing through creatures, up to 5 feet of solid stone, and 6 inches of metal. Make a ranged spell attack against the first creature in the line of effect. On a hit, the target takes 3d10 magical piercing damage and the spell continues in a straight line to the next target. If the spell attack roll would hit that creature they take the same damage and the spell continues. The spell ends when it fails to hit a target or reaches 120 feet range.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the damage is increased by 1d10 for each spell slot about 3rd.

WitherNOT IMPLEMENTED
6th-level enchantment
Class: Cleric, Druid, Warlock
Requires: n/a
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a withered husk)
Duration: Instantaneous
Effect: Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be exhausted (1) for the duration. Additionally, any damage immunities the creature has becomes damage resistance. Their damage resistance becomes normalized, and they become vulnerable to other sources of damage. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 7th or higher, the exhaustion is increased by 1 for each spell slot about 6th.

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Madness Spells???

  1. A creature that can see or hear you must succeed as Wisdom saving throw or the creature retreats into his or her mind and becomes paralyzed for up to 1 minute. The effect ends if the creature takes any damage.
  2. A humanoid that can see or hear you must succeed a Wisdom saving throw or it becomes incapacitated and spends the duration screaming, laughing or weeping. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the madness ends on the target. Concentration, up to 1 minute
  3. A creature that can see or hear you must succeed a Wisdom saving throw or it becomes frightened of a creature of your choosing for 1 minute. The creature must use its action and movement each round to flee from the source of the fear. The effect ends if the creature takes any damage.
  4. A humanoid that can see or hear you must succeed an Intelligence saving throw or it begins babbling and is incapable of normal speech or spellcasting; including concentrating (for spellcasting). At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the madness ends on the target. Concentration, up to 1 minute
  5. A creature that can see or hear you must succeed a Wisdom saving throw or it must use its action each round to attack the nearest creature for up to 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the madness ends on the target. Concentration, up to 1 minute
  6. A creature that can see or hear you must succeed a Charisma saving throw or it experiences vivid hallucinations and has disadvantage on ability checks and saving throws. The effect ends if the creature takes any damage.
  7. A creature that can see or hear you must succeed an Intelligence saving throw or it does whatever anyone tells him or her to do that isn’t obviously self-destructive for up to 1 minute. It must be able to understand what it is being told. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the madness ends on the target. Concentration, up to 1 minute
  8. A creature that can see or hear you must succeed a Charisma saving throw or it is stunned for up to 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the madness ends on the target. Concentration, up to 1 minute
  9. A creature that can see or hear you must succeed a Wisdom saving throw or it falls unconscious. Undead, Constructs and creatures immune to being charmed aren’t affected by this madness. The effect ends if the creature takes any damage. A creature can spend its turn trying to return the creature to consciousness, allow the creature to make a saving throw at advantage.

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Spells

Heroes of Archetype RurouniQ adamowczarek68