Dominate
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12-point enchantment (hypnotism, inferno, wrath)
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CAST TIME |
Action + bonus action
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RANGE |
30 feet
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DURATION |
Concentration, up to a phase
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COMPONENTS |
V, S
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You attempt to control the mind of a creature in range that you can see, who can see you. The target knows you are manipulating its mind. At the start of your next turn, the target makes a Will save. A creature has advantage on this save if you or your allies are fighting it, or if the creature has more than 150 hit points. On a failed save, the creature is Charmed. While the creature is Charmed in this way, you can send and receive messages from it telepathically, and you can choose to see through its senses. The Charmed creature must obey all your commands to the best of its ability, and when not following your commands the creature acts in self-preservation but not against you or your allies. Whenever the creature is harmed or is an issued an order by you that would clearly result in self-harm, it repeats the save, and on a success ends this spell.
Inspired by dominate monster.
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Doublecast
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12-point augmentation (arcana, time)
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CAST TIME |
Action + bonus action
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RANGE |
Self
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DURATION |
Round
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COMPONENTS |
V
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You forcefully accelerate yourself and your magic for one brief moment. You can take two additional actions this turn, both of which can be Cast actions.
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Firenado
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12-point evocation (air, chaos, desert, fire)
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CAST TIME |
Action + bonus action
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RANGE |
300 feet
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DURATION |
Concentration, up to a minute
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COMPONENTS |
V, S
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Designate a point of ground in range that you can see that has a clear path to the sky. For the duration, all air within 300 feet of this point is strong wind. At the start of your next turn, a vortex of flame descends upon that point, creating a cylinder 300 feet tall and with a radius of 30 feet. It sheds bright light for 300 feet, and dim light for another 300 feet. Once this vortex forms, any creature that starts its turn 120 feet of the point must first succeed on a Scuffle save or be shoved 20 feet towards the point, and fall Prone if the save mark is missed by 10 or more. Then, regardless of the first save's result, if the creature is within 20 feet of the center it must make a Reflex save, taking 8d6 fire damage on a failure or half as much on a success. Once on each of your turns for the duration, as a Cast action, you can move the vortex's center point up to 20 feet. Each unattended object that comes within 20 feet of the vortex's center point when it first forms or each time it moves takes 8d6 fire damage.
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Legendary Feast
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12-point augmentation (chef)
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CAST TIME |
Phase (or 10 minutes)
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RANGE |
5 feet
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DURATION |
Shift (or 4 hours)
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COMPONENTS |
V, S, M (Cook Tools)
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You whip up a marvelously excessive banquet fit for the finest of heroes, including immense quantities of food, drink, and even furniture. Over the next shift (or 4 hours) your feast can host up to 100 creatures. A creature can't join in if it's Stuffed, undead, or a construct. Any creature who joins in the feast for the majority of this shift gains three benefits:
However, any creature which gains these benefits also becomes Stuffed for an entire 6 shifts (or 24 hours) thereafter, instead of until the end of its next break.
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Meteor
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12-point evocation (cold, cosmic)
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CAST TIME |
Action + bonus action
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RANGE |
300 feet
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DURATION |
Round
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COMPONENTS |
V, S
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You designate a point of ground in range that has a clear path to the cosmic sky, at least 10 feet in diameter. At the start of your next turn, a frozen meteor conjured from the sky smashes violently into that point. Any creature in a 40-foot radius centered on the point must make a Reflex save; objects automatically fail this save. On a failed save a creature or object takes 7d6 bash damage plus 7d6 cold damage, or half as much on a success. Any structure or creature of Gargantuan size or greater takes the bash damage maximized. All ground in this area becomes difficult terrain indefinitely.
Additionally, all creatures within a 120-foot radius of the impact point each take 2d6 thunder damage from the impact's shockwave, with no save.
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Rainforest
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12-point conjuration (forest)
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CAST TIME |
Action + bonus action
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RANGE |
Touch
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DURATION |
Concentration, up to a shift
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COMPONENTS |
V, S, M (a seed, leaf, wood chip, or other plant material which the spell consumes)
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You touch a patch of soil, and from it emerges a sprawling rainforest that fills up to a 120-foot square of soil centered on the point you touched, reaching up to 120 feet or as high as open air permits. The vegetation blocks light, permitting nothing brighter than dim light in the area. You have total blindsight through the entire area. For you and your allies, the forest provides enough food, water, and shelter to camp. The forest aids you and your allies, while hindering all others.
This area is so thick with vegetation that creatures cannot fly through it, and except for your allies all walk speed through it is Slowed. Climbing can be used to move in three dimensions like a fly speed.
Attacks targeting any creature in the area other than you or your allies has advantage. If a creature other than you or your allies attempts to move out of the area, it must succeed on a Scuffle save or be shoved 10 feet directly towards the area's center, and have its speed reduced to 0 until the start of its next turn.
When you cast this spell, and again once on each of your turns for the duration as a Cast action, you can cause the vegetation to lash out against one creature in the area. The creature you target makes a Scuffle save, taking 3d6 pierce plus 3d6 poison damage on a failure, or half as much on a success. If the creature fails this save you can shove it up to 30 feet in any direction within the forest.
Within the duration, the forest regrows so rapidly that it is effectively immune to damage. When the spell ends the forest vanishes, but any creatures who ate or drank from it remain sated.
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Resurrect
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12-point abjuration (heal)
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CAST TIME |
Shift
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RANGE |
10 feet
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DURATION |
Instant
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COMPONENTS |
V, S, M (a 7-carat diamond worth at least 12000 gp which is consumed by the spell, plus a piece of the target creature or an item precious to it)
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You resurrect a target creature that has been dead for no more than 7 days, and who died within 1 mile of your location when you cast this spell. This can resurrect a creature without an intact body, but cannot resurrect a creature that died of disease or old age. As part of casting this spell you create a body in range that is a duplicate of the creature's body immediately prior to its death.
For this spell to succeed, at least 3 creatures who personally know the target prior to its death must offer heartfelt words or another display of their bond to the target. You can be one of these creatures. The target's spirit can perceive these displays, and choose if it wants to be resurrected. If it does, it must make a mark 5 Will save, and on a success it is resurrected. Each time the target has been resurrected by this spell, the mark increases by 5. On a failure, the creature's soul is lost, and it can never be resurrected by this spell again.
A creature resurrected by this spell is restored to full hit points, including its hit point maximum. It is purged of any ability reduction, curse, or poison in its body when it died. However, resurrecting is an ordeal; the creature is resurrected with 3 degrees of Exhaustion. If this Exhaustion would reduce the target's maximum hit point to 0, it cannot be resurrected by this spell, and the spell fails.
The diamond is consumed only if the creature is successfully resurrected.
Inspired by resurrection.
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Wizard's Tower
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12-point conjuration (arcane, handy, mountain)
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CAST TIME |
Phase (or 10 minutes)
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RANGE |
300 feet
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DURATION |
Day (or 24 hours)
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COMPONENTS |
V, S, M (masonry tools)
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On a 20-foot square of unoccupied terrain in range, you can conjure a stone tower up to six floors tall, which persists for the duration. Each floor is a 20 foot square with 10 vertical feet of headroom, able to fit creatures of Large size or smaller.
Each floor is connected with your choice of a spiral staircase, a ladder, a magical elevator, or nothing at all. You can magically conjure any common furnishings within any of the floors you specify, including any number of windows and doors, to include arrow slits able to grant three-quarters cover. Common furnishings are otherwise generally limited to chairs, beds, tables, shelves, doors, cloth, closets, walls, and purely aesthetic decorations. Any of these objects vanish if removed from the tower.
When you cast the spell, you can direct any items carried by you or willing creatures you touch to be stored in specific areas. For example you could create a five-story tower, and have each member of a five-person party have their carried items fill a different room; if you have items carried by a mule, you could have those items arranged across rooms however you like.
The air inside the tower is always clean, breathable, and of a comfortable temperature.
Divination spells targeting any creature or object inside the tower fail without effect, and any divination spell affecting a creature or object ends if the target enters the tower.
The spell ends early if the tower is destroyed. Destroying a wall on the lowest floor destroys the entire tower. Each 10-foot square of wall has 100 hp, 18 defense, a damage threshold of 10, and resistance to both pierce and slash damage.
You can also end the spell with a Cast action at any time. Whenever the spell ends, any stored items to return to their original locations, and any creatures inside the tower are lowered gently to the ground without Falling.
You can cast this spell again each day to preserve the tower in its current form.
Permanency. When you cast this spell, you can provide 10 platinum bars (worth 10,000 gp) to be consumed by the spell. If you do, the duration becomes permanent. If this tower is destroyed, it leaves behind 10 platinum bars as well as anything stored in the tower, and the rest of the tower vanishes.
Inspired by wizard's tower and magnificent mansion.
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