Invade Host (5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Invade Host
6th-level Transmutation
Casting time: 1 minute
Range: Self
Components: Either a freshly severed humanoid finger (which the spell consumes), or a ruby orb containing a humanoid creature's eye worth at least 100 gold pieces (can be reused)
Duration: Up to 3 minutes, or until one of the conditions are met


Choose a target, a particular creature that is on the same plane of existence as you.

You project an astral body to the location of the creature you wish to target. The target makes a wisdom saving throw, which can be affected if you possess an object from them.

Object save modifier
Object Effect on save
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, you project a red colored, astral projection 60 feet away from your target, and the target is aware that they have been targeted. You are also aware of the target's location and direction.

The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the red coloration of your body, and your total hit points are halved in the astral form.

Your astral form can freely travel through the area around where you targeted, except you can not move more that 300 feet from your target.

Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell can end for you if you use your action to dismiss it. When the spell ends, your astral projection returns to its physical body, and it awakens.

The spell might also end early for you. If your original body or its astral form drops to 0 hit points, the spell ends for you. If the target drops to 0 hit points, the spell ends for you. The spell also ends when the duration is up.



0.00
(0 votes)

Back to Main Page5e HomebrewSpellsBard
Back to Main Page5e HomebrewSpellsCleric
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWarlock
Back to Main Page5e HomebrewSpellsWizard