Magic (Mobius)
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Mobian Magic[edit]
Magic comes in strange forms when it comes to Mobius. Commonly in the form of relics and strange creatures with unique powers. Regardless, they can be harnessed to preform incredible feats.
1st Level[edit]
Blue Cube[edit]
1st-level Transmutation | |
Casting time: | 1 bonus action |
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Range: | touch |
Components: | V,S |
Duration: | 1 minute, concentration |
You touch a willing creature and fill it with unique energy. For the duration, the creature can use a bonus action to create up to three 5-foot cubes in unoccupied spaces that it can see within 20 feet of it. If a cube is placed in the air, it remains hovering in its space until the spell ends or until it is destroyed or dismissed. Each cube has AC 15, 30 hit points, and immunity to psychic and poison damage. A creature can climb these cubes without expending extra movement, and can walk atop them safely. A cube occupies its space.
The affected creature can use its bonus action on subsequent turns to create more cubes, but the maximum amount of cubes that can exist at a time is three. If the creature were to make more than three cubes, it chooses a number of remaining cubes to dismiss.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the maximum amount of cubes an affected creature can create as well as the maximum amount of cubes that can exist at a time both increase by 2 for each spell level above 1st.
Spell Lists: Artificer, Bard, Sorcerer, Wizard
Green Hover[edit]
1st-level Transmutation | |
Casting time: | 1 action |
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Range: | touch |
Components: | V,S |
Duration: | 1 minute, concentration |
You touch a willing creature. The target gains a gliding speed equal to their movement speed for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
For rules on Gliding Speed, see Mobius Variant Rules: Variant Rules (Mobius)
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st.
Spell Lists: Artificer, Bard, Sorcerer, Wizard
2nd Level[edit]
White Boost[edit]
2nd-level Transmutation | |
Casting time: | 1 bonus action |
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Range: | touch |
Components: | V,S |
Duration: | 1 minute, concentration |
For the duration, the effected creature has it's movement speed doubled, and it can dash or disengage as a bonus action. If you cast this spell on yourself, you can dash or disengage as part of the initial casting.
Spell lists: Wizard, Sorcerer, Bard, Artificer
3rd Level[edit]
Pink Spikes[edit]
3rd-level Transmutation | |
Casting time: | 1 action |
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Range: | touch |
Components: | S, M (A shard of broken glass) |
Duration: | 1 minute, concentration |
You change a willing creature into a spiky ball that will roll around and ram into things. While under these effects, the creature can only use it's action to dash and it gains a climbing speed, equal to it's movement speed. Moving in and out of a creature's attack range does not provoke opportunity attacks while under the effects of this spell.
Any creature that the ball touches for the first time during it's turn, or starts it's turn touching the ball must make a Dexterity saving throw. On a failed save, the creature takes 5d6 piercing damage and falls prone. On a successful save, it takes half as much.
At higher levels: If you cast this spell at 4th level or higher, the damage from touching the ball increases by 1d6 for each spell level above 3rd.
Spell Lists: Bard, Wizard, Sorcerer, Warlock
Red Burst[edit]
3rd-level Transmutation | |
Casting time: | 1 bonus action |
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Range: | 30 feet |
Components: | S,M,V (a piece of charcoal, a pinch of sulfur) |
Duration: | 1 minute, concentration |
You touch a willing creature and turn it into sentient fire for the duration. While under the effects of this spell, the creature can use it's bonus action to force all creatures within 10 feet of it to make a dexterity saving throw. Those creatures take 3d6 fire damage on a failed save, and half as much on a successful one. If you are the target of this spell when you cast it, you can intact this effect as a part of the initial cast.
At higher levels: If this spell is cast at 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd.
Spell Lists: Wizard, Sorcerer, Warlock
4th Level[edit]
Cyan Laser[edit]
4th-level Transmutation | |
Casting time: | 1 action |
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Range: | touch |
Components: | S,M (A shiny pebble) |
Duration: | 1 minute |
You grant a willing creature you touch the ability to dash in a burst of energy. Once before the spell ends, the target can use a bonus action to move up to twice its speed in a straight line.
This movement does not provoke opportunity attacks, and while moving in this way, the target can move through creatures and solid objects as if they were difficult terrain. If the target ends this movement inside a creature or an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage.
Each creature the target moves through in this way must make a Dexterity saving throw. A creature takes 6d8 radiant damage on a failed save or half as much damage on a successful save. The spell ends after the movement concludes and this damage is dealt.
At higher levels: When cast at 5th level or higher, increase the damage by 1d8 for each level above 4th.
Spell Lists: Wizard, Sorcerer, Warlock, Druid
Jade Ghost[edit]
4th-level Transmutation | |
Casting time: | 1 action |
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Range: | touch |
Components: | S,V,M (A handfulof glass dust) |
Duration: | Concentration, Up to 10 minutes |
You touch a willing creature and turn them into a transparent specter. For the duration, the creature gains a flying speed of 30 feet and can move through creature and solid objects. If the target ends this movement inside a creature or an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher levels: If you cast this spell at 5th level or higher, you can target 1 additional creature with this spell for each spell level above 4th.
5th Level[edit]
Orange Rocket[edit]
5th-level Transmutation | |
Casting time: | 1 bonus action |
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Range: | touch |
Components: | S,M (A pinch of black powder) |
Duration: | 1 Minute, Concentration |
You turn a willing creature into an Orange Rocket that detonates on command. This rocket has a flying speed of 80 feet, an AC of 18 and 100 HP. The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 Hit Points, it isn't knocked Unconscious.
For the duration, the only actions the creature can take are the Dash action and an action to detonate itself, which ends the spell and forces all other creatures in a sphere centered on the creature, with a radius of 30 feet to make a constitution saving throw. Creatures take 12d6 fire damage on a failed save and half as much on a successful save. The rocket detonates if it is reduced to 0 HP.
At higher levels: If you cast this spell at 6th level or higher, the damage increases by 1d6 for each level above 5th.
Spell Lists: Wizard, Sorcerer, Warlock
Yellow Drill[edit]
5th-level Transmutation | |
Casting time: | 1 bonus action |
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Range: | touch |
Components: | V, M (A piece of iron) |
Duration: | 10 Minutes, Concentration |
You turn a willing creature into a mobile drill. While in this form, the creature loses it's walking speed, but it gains a burrowing speed and swimming speed equal of 60 feet, also the creature does not need to breathe to survive. As a drill, the creature can only use it's action to dash or ram into a creature. When the drill rams, it makes a melee spell attack roll, dealing 8d10 piercing damage on a hit.
At higher levels: If you cast this spell at 6th level or higher, the damage from the ram inflicts an extra 1d10 damage for each level above 5th.
Spell Lists: Artificer, Bard, Wizard, Sorcerer, Warlock
6th Level[edit]
Purple Frenzy[edit]
6th-level Transmutation | |
Casting time: | 1 action |
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Range: | touch |
Components: | V,S,M (the sharp fang of carnivorous a beast) |
Duration: | 1 Minute, Concentration |
A willing creature you touch is transformed into a beast-like version of itself with the bestial power to shred through anything that moves.
The creature's unarmed strikes are considered magical and deal an additional 3d8 damage on a hit.
At the start of each of the creature's turns for the duration, if it has hit at least one hostile creature with an unarmed strike since the start of its previous turn, the additional damage for following strikes is increased by 1d8 ( to a maximum of 10d8 ).
At Higher Levels: If you cast this spell using a spell slot of 7th level or higher, the additional damage obtained initially is increased by 1d8 for each spell level above 6th.
Spell Lists: Sorcerer, Warlock, Wizard
9th Level[edit]
Black Bomb[edit]
9th-level Transmutation | |
Casting time: | 1 action |
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Range: | touch |
Components: | V,S,M (a handful of gunpowder moistened with nitric acid) |
Duration: | 1 Minute, Concentration |
You transform a willing creature into an oversized bomb that can explode on command. Everything the creature is wearing and carrying is transformed and merges with it for the duration.
The bomb has AC 18, 150 hit points, and immunity to psychic and poison damage. While transformed into a bomb, the creature can perceive its surroundings with its normal senses as well as move using its speed, but cannot speak or take reactions, and the only action it can take is the Dash action or use an action to detonate.
Each creature within 60 feet of the bomb when it detonates must make a Dexterity saving throw, taking 15d10 fire damage and 15d10 force damage on a failed save, or half as much damage on a successful save. For each round that has passed since the spell was cast, both damage rolls are increased by 1d10.
The bomb detonates when it takes an action to do so, when it is reduced to 0 hit points, or if the caster loses concentration on the spell or uses their action to command the bomb to detonate.
If the bomb is reduced to 0 hit points, the affected creature regains its original form and any exceeding damage is applied to it. The affected creature is unaffected by the explosion if the bomb detonates.
Spell Lists: Sorcerer, Warlock, Wizard
Violet Void[edit]
9th-level Transmutation | |
Casting time: | 1 bonus action |
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Range: | 30 feet |
Components: | V,S,M (small black pearl worth at least 100 GP) |
Duration: | 1 Minute, Concentration |
You transform a willing creature into a massive violet sphere that sucks things and creatures into itself. The sphere has a radius of 10 feet. The sphere has an AC of 20 and a 200 HP. For the duration, the creature has a flying speed of 60 feet, and cannot take any actions except for the dash or disengage action. This void is also immune to non-magical slashing, piercing, and bludgeoning damage.
The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 Hit Points, it isn't knocked Unconscious.
When a creature starts its turn within 5 feet of the sphere or moves to within 5 feet of the sphere for the first time during its turn, that creature must make a constitution saving throw, taking 14d6 force damage on a failed save, or half as much on a successful one. If a creature is reduced to 0 HP as a result of this, that creature is sucked into the void, and dies instantly. The void then increases in size by a radius of 5 feet for the duration.
Spell Lists: Wizard, Sorcerer, Warlock