Homebrew:Conjunction of Order: Difference between revisions

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|level=3
|level=3
|cast=a
|cast=a
|range=60 feet
|range=60 feet (30 ft. {{cylinder}})
|verbal=true
|verbal=true
|somatic=true
|somatic=true
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* Any rolls that would normally use 1d20 use 2d10 instead.
* Any rolls that would normally use 1d20 use 2d10 instead.
* A creature that moves within the cylinder on its turn can only move in one direction that turn and must move its full speed until it leaves the cylinder. If it can’t move its full speed in that direction (for example, if it would be blocked by a wall), it can’t move in that direction at all.
* A creature that moves within the cylinder on its turn can only move in one direction that turn and must move its full speed until it leaves the cylinder. If it can’t move its full speed in that direction (for example, if it would be blocked by a wall), it can’t move in that direction at all.
|lists=<li>Bard</li><li>Cleric</li><li>Druid</li><li>Sorcerer</li><li>Wizard</li>
|bard=true
|cleric=true
|druid=true
|sorcerer=true
|wizard=true
}}
}}
[[category:homebrew conjuration spells]]
[[category:homebrew bard spells]]
[[category:homebrew cleric spells]]
[[category:homebrew druid spells]]
[[category:homebrew sorcerer spells]]
[[category:homebrew wizard spells]]

Revision as of 21:10, 13 November 2023

(OOC: This is an implementation of the Conjunction of Order spell from Tasha's Crucible of Everything Else volume 1)

Conjunction of Order Requires concentration
Level Casting time Range/Area Components
3rd 1 Action 60 feet (30 ft. Cylinder ) V, S, M *
Duration School Attack/Save Damage/Effect
Requires concentration 1 minute Conjuration CON Save Control

You begin to merge your current plane of existence with a plane of order and law in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range.

That area is under the following effects for the duration of the spell:

  • No attack rolls, ability checks, or saving throws in the area can be made with advantage or disadvantage.
  • Any rolls that would normally use 1d20 use 2d10 instead.
  • A creature that moves within the cylinder on its turn can only move in one direction that turn and must move its full speed until it leaves the cylinder. If it can’t move its full speed in that direction (for example, if it would be blocked by a wall), it can’t move in that direction at all.

* (an item originally from a plane of order and law, worth at least 10 gp)

Available for:
  • Bard
  • Cleric
  • Druid
  • Sorcerer
  • Wizard