Fuse (5e Spell)

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Design Note: This page was created using the Epic Magic (10th+ Level Magic) Variant Rule.

Fuse
11th-level Transmutation
Casting time: 1 minute
Range: 15ft (Diameter) sphere
Components: V,S,M (a rope woven of a platinum and gold alloy worth 50,000 gp to tie the targets together, a 30ft long stick of chalk made of bone dust, gunpowder and magnesium to draw the circle for the spell)
Duration: Permanent
Casters: 3 per creature targeted


the spell fuses creatures together. the main caster can be the one being fused during the spell. the creatures being fused must be tied together using the rope and placed in the 15ft circle at the center of the spell. if a creature is too big to fit within the circle, the circle may be expanded. if an unwilling creature is being fused with another it must make a spell save against the primary casters spell save DC. on success the fusion fails, both creatures being fused are forced apart taking 1d10 force damage and the spell fails. if the creature fails the save, the fusion will succeed. if only one creature was unwilling and the spell fails, the willing and unwilling creatures will fight for control with contesting wisdom checks. if both creatures are willing and the fusion succeeds, then the consciences are fused. if both are unwilling and the spell fails it may do the same as if only one was willing or if both were willing or something different (DM decides unless players are apart of the fusion). With More Casters More Creatures May Be Fused Together.

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