Ostrichize (5e Spell)
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4th-level Transmutation | |
Casting time: | 1 action |
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Range: | 30ft |
Components: | V,S,M (An ostrich feather and a sprinkling of charcoal powder) |
Duration: | Concentration, up to one minute |
You attempt to transform a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it begins to undergo a transformation turning it into a bilabial foul. Each round you maintain Concentration on this spell, it produces an additional effect on your turn.
Round 1
The target creature grows feathers along its arms and neck, giving it disadvantage on Charisma (Intimidation) checks until the spell ends. Additionally, it has to disadvantage on checks that require the use of arms.
Round 2
The target creature grows a long pointed nose and its neck extends to about 2 feet in length, making it awkward and cumbersome. Creatures gain advantage on melee weapon attacks made against the target.
Round 3-9
Each round until round 10, the creature must make a wisdom saving through. With one failure, the targets intelligence score becomes 7 for the duration (if it is not already lower). At 2 failures, the target forgets any languages known to them and cannot perform the verbal components of spells for the duration. At 3 failures, their type becomes beast and their hand become short stubby wings, meaning they cannot do tasks that require fingers. At 4 failures, the target assumes the statistics of an axe beak (the DM has the creatures statistics).
round 10
The target must make a wisdom saving throw. On a success, the spell ends as normal. On a failed save, the duration becomes "until dispelled." A remove curse spell, greater restoration, or similar magic ends this effect.
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