Sticky Spellbook (5e Spell)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: This spell deals up to 10d6 force damage, which is quite a lot for a 2nd-level spell. I would favour removing the damage entirely, as this is more of a protective/utility spell. 5e SRD:Detect Magic has a 30 foot range which conflicts with the 60 foot range noted below.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Sticky Spellbook
2nd-level Transmutation (ritual)
Casting time: 1 minute
Range: 5 feet
Components: SM (ink mixed with blood and pearl powder, which the spell consumes; a dagger; and a spellbook)
Duration: Until dispelled


You create a decoy entry in a spellbook you own.

When a creature other than yourself opens the spellbook, their fingers will stick to the page on which the decoy spell is written, and the ink on the page will work its way across the creature over the course of 1 minute. While this is happening, the creature must succeed on a Constitution saving throw at the beginning of each of its turns or take 1d4 force damage. This effect ends if the creature is targeted by an effect that removes a curse. You can drop the spell at any time, which erases the decoy entry and releases any creature stuck to your spellbook.

For the duration, unless the ink was unable to completely transition to the creature's skin, the ink puts out a message to all creatures detecting magic within 30 feet of it, reading that the creature is a thief. Magic that removes curses may end this effect on a creature.

0.00
(0 votes)

Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!