Summoner Evolutions (5e Index)

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Evolutions
[edit]

Starting at 1st level, you have 3 evolution points. The "Evolution Points" column of the summoner table shows how many you have at each level. They can be spent to improve your eidolon stats and grant it new features and powers. You can change them each time you level up and each evolution can only be selected once, unless otherwise stated.

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1 Point Evolutions[edit]

The following evolutions cost 1 point from the eidolon's evolution pool.

  • Basic Magic: Your eidolon learns a cantrip from any spell list, and it can cast it using its intelligence modifier. The eidolon must have a intelligence score of at least 11 to take this evolution. Each time you select this evolution, it learns a new cantrip.
  • Bite: Your eidolon's maw grows razor-sharp teeth, giving it a bite attack. It deals 1d6 + its strength modifier piercing damage (1d8 if large, 2d6 if huge). This evolution can be selected once for each head evolution your eidolon has.
  • Claws: Your eidolon grows a pair of vicious claws at the end of its limbs, giving it a claw attack. It deals 1d4 + its strength or dexterity modifier slashing damage (1d6 if large, 1d8 if huge). If the claw attack hit, you can do a second one as a bonus action. This evolution can be selected once for each limbs evolution your eidolon has, but only once for the limbs (legs) evolution.
  • Climb: Your eidolon becomes a skilled climber, gaining a 30 feet climbing speed. It also gains proficiency in the athletics skill (or expertise if it is already proficient).
  • Darkvision: Your eidolon's sight gets used to the darkness, giving it a 60 feet darkvision. This evolution can be selected a second time to increase the distance to 120 feet.
  • Hooves: Your eidolon grows a pair of vicious claws at the end of its limbs, giving it a hove attack. It deals 1d6 + its strength or dexterity modifier bludgeoning damage (1d8 if large, 2d6 if huge). This evolution can be selected once for each limbs (legs) evolution your eidolon has.
  • Improved Attack: One of your eidolon's natural attacks become particularly deadly. Select one natural attack it posses and increase the damage die type by one step (1d4>1d6>1d8>1d10 for medium eidolons, 1d6>1d8>2d6>2d8 for large eidolons, and 1d8>2d6>2d8>3d6 for huge eidolons). This evolution can be selected once for each natural attack.
  • Natural Armor: Your eidolon's hide grows thick fur, rigid scales, or bony plates, increasing its armor class by 1. It can also appear as armor, which is attached to it and cannot be removed. You can choose this evolution up to 4 times.
  • Pincers: Your eidolon grows a large pair of pincers at the end of its limbs, giving it a pincer attack. It deals 1d6 + its strength modifier bludgeoning damage (1d8 if large, 2d6 if huge). If the pincer attack hits, you can do a second one as a bonus action, dealing 1d6 points of damage with no ability modifier. It also gains a +2 bonus on grapple checks. This evolution can be selected once for each limb (arms) evolution your eidolon has.
  • Pull: Your eidolon gains the ability to grab creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. This evolution can be selected once for each natural attack.
  • Push: An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a strength check versus the target's dexterity saving throw. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.
  • Reach: One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet. This evolution can be selected multiple times. Its effects do not stack. Each time you select this evolution, you pick a different natural attack to gain reach.
  • Scent: An eidolon's sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.
  • Skilled: An eidolon becomes especially adept at a specific skill, gaining a proficiency bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.
  • Slam: An eidolon can deliver a devastating slam attack. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more slam attacks in a turn than the number of slam evolutions it has.
  • Sting: An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ str or dex mod points of piercing damage (1d8 if Large, 1d10 if Huge). A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An eidolon cannot make more sting attacks in a turn than the number of sting evolutions it has.
  • Swim: Your eidolon grows webbed hands, feet, or powerful flippers. The first time you take this evolution, your eidolon gains a 30 feet swimming speed. This evolution can be selected more than once. Each additional time, that number increases by 10 feet.
  • Tail: Your eidolon grows a long powerful tail, which can take the form of a ground or an aerial tail. The ground one increases its base speed by 10 feet and grant it advantage on saving throw against being knocked prone, while grounded. The aerial one increases its flying speed by 5 feet and increases its AC by 1 while flying.
  • Tail Slap: An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 + str or dex mod points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A tail slap attack can me made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An eidolon cannot make more tail slap attacks in a turn than the number of tail slap evolutions it has.
  • Talk: Your eidolon learns to pronounce words using its mouth. It can speak any language it knows and can cast spells that have verbal components. The eidolon must have a intelligence score of at least 11 to take this evolution.
  • Tentacle: An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 + str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). A tentacle attack can be made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier. This evolution can be selected more than once. An eidolon cannot make more tentacle attacks in a turn than the number of tentacle evolutions it has.
  • Toughness: An eidolon's hit points are increased by your summoner level x2. Selecting this evolution again increases the eidolon's health by your summoner level.
  • Unnatural Aura: An eidolon is obviously of unnatural origin. Normal animals do not willingly approach within 30 feet of the eidolon unless the creature succeeds on a Wisdom saving throw, or animal's master (if it has one) makes a Wisdom (Animal Handling) check. The DC for such a save/check is equal to the summoner's spell save DC.
  • Water Breathing: Your eidolon grows gills that allow it to breathe underwater indefinitely.
  • Wing Buffet: An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4+str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the flight evolution, with wings, to select this evolution. An eidolon cannot make more wing buffet attacks in a turn than twice the number of wing buffet evolutions it has.

2 Point Evolutions[edit]

The following evolutions cost 2 points from the eidolon's evolution pool.

  • Ability Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by +2. This evolution can be selected more than once. It can only be applied to any attribute once. This cannot increase an ability score above 20. If used on the summoner as per the aspect class feature they can instead use the feat variant rule instead of the Ability increase, and can be used for the eidolon (the last sentence is referring to Summoner, Variant. I do not know if the creator intents to add this feature to the Summoner later.)
  • Constrict: An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution as bludgeoning damage. This evolution is only available to eidolons of the serpentine base form.
  • Energy Attacks: An eidolon's attacks become charged with energy. Pick one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. Whenever the selected attack hits, the target takes an additional 1d6 of that energy's type. Selecting this evolution again increases the damage by 1d6, but it cannot be chosen more than twice for the same attack. The summoner must be at least 7th level before selecting this evolution.
  • Wings: Your eidolon grows large wings, gaining the ability to fly. The first time you take this evolution, your eidolon gains a 30 feet flying speed. This evolution can be selected more than once. Each additional time, that number increases by 10 feet.
  • Gore: An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6+ str mod points of piercing damage (1d8 if Large, 2d6 if Huge).
  • Grab: An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. This ability only works on creatures of a size equal to the eidolon or smaller.
  • Head: Your eidolon grows a head with up to 2 eyes, 1 nose, 1 mouth, and 2 ears. It must have a mouth or a nose unless it has the no breath evolution. Even if it has a mouth, it can't speak unless it has the talk evolution. This evolution can be selected more than once.
  • Hover: The eidolon flies by means of magic. It loses its wings, and no longer relies on physical means to fly. The eidolon's flight speed is increased by 60 feet. The flight evolution is required to choose this one.
  • Limbs: Your eidolon grows a pair of limbs, which can take one of two forms. They can be made into arms complete with hand, or they can be made into legs complete with feet. Each pair of legs increases its walking speed by 5 feet. This evolution can be selected more than once.
  • Magic Attacks: Your eidolon become infused with magic. Its natural attack now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You must be at least summoner of 6th level to select this evolution.
  • Minor Magic: An eidolon can cast one of the following spells as a 2nd-level spell without a spell slot, using Intelligence as its spell casting ability. (Cure Wounds, Burning Hands, Earth Tremor, Magic Missile, Detect Magic, Hellish Rebuke, Ice Knife, Ray of Sickness, Shield, Sleep, Aganazzer's Scorcher, Blur, Darkness, Hold Person, Lesser Restoration, Misty Step, See Invisibility, Scorching Ray, Warding Wind). This Spell may only be cast once a long rest. A summoner must be at least level 4 to select this evolution. When a summoner is 11th level, the spell is cast at the 3rd level. The eidolon must have an Intelligence score of at least 12 to take this evolution. When this evolution is chosen again, it applies to a new spell.
  • Mount: Your eidolon become properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider.
  • Poison: An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target makes a constitution save equaling 8+prof bonus of eidolon + con mod of eidolon. On a failed save, the target takes 2d4 points of poison damage. This poison can be used no more than once per round. This evolution may be selected twice per attack, increasing the damage to 4d4. The summoner must be at least 7th level before selecting this evolution.
  • Pounce: Your eidolon's legs become incredibly fast, allowing it to take the dash action as a bonus action. You must have the limbs (legs) evolution 2 times, in order to take this evolution.
  • Rake: An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form. The summoner must be at least 4th level before selecting this evolution.
  • Rend: An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. The eidolon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.
  • Resilient: An eidolon becomes especially adept at an ability saving throw, gaining a proficiency bonus on that save. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different save.
  • Resist Energy: An eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, lighting, fire, poison, or thunder). The eidolon gains resist resistance to that energy type. This becomes an immunity at level 11. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.
  • Trample: An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d8 points of bludgeoning damage (1d12 if Large, 2d10 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity with disadvanatge. If a target forgoes the attack of opportunity, it can make a Dex save for half damage. The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped base forms.
  • Tremorsense: An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. The summoner must be at least 7th level before selecting this evolution.
  • Trip: An eidolon becomes adept at knocking foes to the ground with its bite, tail slap, or tentacle attack, granting it a trip attack. Whenever the eidolon makes a successful bite, tail slap, or tentacle attack, it can attempt to trip the target. The target must attempt a Dexterity saving throw against a DC of 8+ the eidolon's Strength or Dexterity modifier+ the eidolon's proficiency modifier. If the target fails, they are knocked prone. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite, tail slap, or tentacles evolutions to select this evolution.
  • Extra Attack: The eidolon can Attack twice, instead of once, whenever it takes the Attack action on it's turn. Additionally you can take this evolution again at level 11 summoner to increase the number of attacks to three at the cost of 2 extra evolution points, and to four when you reach 20th level in this class for another 2 evolution points. Extra attacks can be done using a single or many weapons or natural weapons and replace multi-attacks.
  • Underwater Scent: An eidolon's sense of smell becomes even more acute while underwater. The eidolon can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The eidolon must possess the gills and scent evolutions to take this evolution.
  • Weapon Training: An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

3 Point Evolutions[edit]

The following evolutions cost 3 points from the eidolon's evolution pool.

  • Advanced Magic: An eidolon can cast one of the following spells as a 4th-level spell without a spell slot, using Intelligence as its spell casting ability. (Bestow Curse, Remove Curse, Call Lightning, Dispel Magic, Erupting Earth, Fear, Fireball, Web, Gaseous Form, Lightning Bolt, Slow, Haste [on self], Tidal Wave, Waterbreathing, Waterwalk, Vampiric Touch, Banishment, Blight, Elemental Bane, Fire Shield, Greater Invisibility). This Spell may only be cast once a long rest. A summoner must be at least level 10 to select this evolution. When a summoner is 17th level, the spell is cast at the 5th level. The eidolon must have a Intelligence score of at least 13 to take this evolution. When this evolution is chosen again, it applies to a new spell.
  • Blindsense: An eidolon's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The summoner must be at least 9th level before selecting this evolution.
  • Burrow: An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution.
  • Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. Pick one energy type (radiant, necrotic, force, psychic). The eidolon gains resistance to that energy type. At level 20, this resistance becomes an immunity to the given energy type. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type. The summoner must be at least 12th level before selecting this evolution.
  • Frightful Presence: An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Wisdom save or become frightened for 1 minute. A creature may repeat the save every turn. On a success, the creaure is immune to ths effect for 24 hours. The DC of this save is equal to 8+ the eidolon's Intelligence mod + the eidolon's proficiency bonus. Selecting this evolution again causes creatures to be paralyzed instead. The summoner must be at least 11th level before selecting this evolution.
  • Sacrifice (Su): An eidolon can sacrifice its own health to heal another creature. As a standard action, the eidolon can sacrifice up to 2 hit points per summoner level and then touch the target creature, thereby healing the creature for half the amount sacrificed.
  • Swallow Whole: An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature with a second opposed grapple check. The creature can only be up to one size category smaller than the eidolon. Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution. The summoner must be at least 9th level before selecting this evolution.


4 Point Evolutions[edit]

The following evolutions cost 4 points from the eidolon's evolution pool.

  • Blindsight: An eidolon's senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.
  • Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, force, lightning, poison, necrotic, radiant or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type for every 2 summoner levels you possess (rounded down). Those caught in the breath weapon can attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus. You must complete a short rest for the eidolon to use this ability again. The eidolon can use this ability 1 additional time per rest by spending an additional 1 evolution point (maximum 3/rest). The summoner must be at least 9th level before selecting this evolution. The area affected and damage of this breath weapon increase with the Eidolon’s size, covering a 60 foot cone (90 foot line) at large and a 90 foot cone (120 foot line) at huge. The damage dice increases to d8s at large and d10s at huge.
  • Dimension Door (Sp): An eidolon learns to cast dimension door as a spell-like ability once per long rest. The caster level for this evolution is equal to the summoner's caster level. The save DC for this spell is 8 + the eidolon's proficiency bonus + the eidolon's Intelligence modifier. The eidolon must have a Intelligence score of at least 14 to take this evolution. The summoner must be at least 13th level before selecting this evolution. Taking this evolution more than once adds one cast per long rest.
  • Fast Healing: An eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts) unless it's fast healing 5. Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution.
  • Large: An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, to a maximum of 24, and a +2 bonus to its natural armor,and disadvantage on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution. If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +10 bonus to Strength, a +10 bonus to Constitution, a +6 bonus to Dexterity. Strength and Constitution have a maximum of 30, Dexterity is a max of 26 and a +5 bonus to its natural armor, 10-foot reach, and disadvantage on Stealth checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 13th level before selecting this option. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.
  • No Breath: An eidolon no longer needs to breathe. The eidolon does not breathe and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The summoner must be at least 11th level before selecting this evolution.
  • Spell Resistance: An eidolon is protected against magic, gaining spell resistance. Gain advantage on saving throws against magical effects. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.
  • Ultimate Magic: An eidolon can cast one of the following spells as a 6th-level spell without a spell slot, using Intelligence as its spell casting ability. (Cloudkill, Cone of Cold, Destructive Wave, Flame Strike, Greater Restoration, Hold Monster, Immolation, Insect Plague, Maelstrom, Mass Cure Wounds, Chain Lightning, Globe of Invulnerability,Create undead). This Spell may only be cast once a long rest. The eidolon must have an Intelligence score of at least 14 to take this evolution. A summoner must be at least level 15 to select this evolution. When this evolution is chosen again, it applies to a new spell.