Ghost Projection (5e Spell)
From D&D Wiki
1st-level Conjuration (ritual) | |
Casting time: | 1 action |
---|---|
Range: | 1-foot |
Components: | S |
Duration: | Instant ( Ghosts = 24 hours ) |
You create a mass of energy using your own magical energy, these spheres of ectoplasm will transform into some ghosts. Each 1st circle slot allows you to create 1 ghost; one 2nd circle, 3 ghosts (1 +2); one of the 3rd circle, 6 ghosts (1 + 2 +3) and so on [maximum 15]. There are 3 possible types of ghosts, Mini, Normal and Mega. None of the ghosts need to be used during the conjuration, they will continue to exist for one hour until they are used or the spell's effect time ends. Ghost affect objects in its energy blast, effect ghosts only creatures.
The minis can be used as explosives, each one applies 1d4 + spell slot of magic damage on a hit. You must roll a magic attack die to attempt a hit. Its locomotion is 60 feet. The mini ghosts can be exploded whenever the user wishes as long as they successfully pass the magical attack test. If they are attached to the enemy, they cannot be removed unless the user wants them to. If the enemy is within 9 feet of the ghost, even if the ghost does not pass the test, the damage will be half the total damage.
Available at level 3) Normal Ghosts can modify the will of those they pass through (similar to a possession) and spy on areas sharing part of their consciousness with the user; he can apply a fictitious image of himself through the ghosts (forming an illusory body). You must roll a magical attack roll against the enemy, if you hit the enemy you must roll a charisma test against the caster's spell CD or your will will be modified; the ghost's control does not extend to a pocession, it is closer to a command or modifying its emotions; This modification can range from making someone want to eat something to losing the will to live and for some reason ignoring the fact that a ghost has passed through their body if they fail the test. Each ghost can modify 1 creature at a time but can continue to roam around (it can no longer affect another creature unless the spell is cast again to reactivate the ability of existing ghosts instead of creating new ones). The effect lasts for 15 seconds, in practice it will last 2 turns and will have a disadvantage on the third.
Ghosts are untouchable, can become invisible, and cannot physically interact with anything other than the caster; They are not considered creatures, just magic with a rudimentary consciousness.
Its locomotion is 30 feet.
When the user projects his soul as a "ghost" he can use the ability of normal ghosts, modifying the will of creatures (if he surpasses them). The shape of the projection can vary in size, it can fly freely but cannot interact with objects or matter; If the spell's conjuration was used in slots greater than 1, additional ghosts may be created by the projection. While this projection is active, the user's body remains immobile but any damage received by the body, the soul will return to the body. When the user is in this form, the enemy can make a Wisdom check with disadvantage to gain a slight intuition about the true nature of the "person" present.
Not only this, but all ghosts are created from a small region close to the user's hands and have their own locomotion.
(Available at level 6) Mega ghosts cannot be summoned together with other ghosts, they use all the energy of the conjuration. They are extremely strong and can touch living beings;
Mega Ghosts have three actions:
Bite: Melee Weapon Attack +8 to hit, 3d8 magic damage. Allows a swallow action if it hits. Maximum 3 times
Swallow: The caster's magical attack, if it hits one or more creatures within a 3 meter sphere, they are swallowed. Swallowed creatures are incapacitated.
Kamikaze: The ghost concentrates all its energy and explodes with everything it swallows. The damage varies depending on the spell slot used, everyone within range must perform a constitution test and if successful they will receive half the damage.; swallowed enemies do not make the test. Its locomotion is 45 feet.
Back to Main Page → 5e Homebrew → Spells → Artificer
Back to Main Page → 5e Homebrew → Spells → Bard
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Druid
Back to Main Page → 5e Homebrew → Spells → Paladin
Back to Main Page → 5e Homebrew → Spells → Ranger
Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Warlock
Back to Main Page → 5e Homebrew → Spells → Wizard
[[Category: ]]
Spellslot | Explosion Radius Increase | Magic Damage |
---|---|---|
1 | +30 ft | 2d8 |
2 | +60 ft | 4d8 |
3 | +90 ft | 8d8 |
4 | +120 ft | 10d8 |
5 | +150 ft | 12d8 |
6 | +180 ft | 13d8 |
7 | +210 ft | 14d8 |
8 | +240 ft | 156d8 |
9 | +300 ft | 16d8 |