Homebrew:Conjunction of Water: Difference between revisions

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{{ooc note|This is an implementation of the Conjunction of Air spell from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} spell from [[Tasha's Crucible of Everything Else]] volume 1}}


{{spell info
{{spell info
|name=Conjunction of Air
|name={{PAGENAME}}
|level=4
|level=4
|cast=a
|cast=a
|range=60 feet
|range=60 feet (30 ft. {{cylinder}})
|verbal=true
|verbal=true
|somatic=true
|somatic=true
|material=true
|material=true
|components=an item originally from a plane of air, worth at least 10 gp
|components=an item originally from a plane of water, worth at least 10 gp
|duration=1 minute
|duration=1 Minute
|concentration=true
|concentration=true
|school=Conjuration
|school=Conjuration
|save=constitution
|save=dexterity
|damage=thunder
|effect=Creation
|additional=true
|additional=true
|description=You begin to merge your current plane of existence with a plane of elemental air in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. For the duration of the spell, all creatures gain a flying speed of 30 feet while inside the cylinder. A creature that is still in flight when the spell ends floats safely to the ground, as if by the ''[[spell:feather-fall|feather fall]]'' spell.
|description=You begin to merge your current plane of existence with a plane of elemental water in a 30-foot-radius, 60-foottall cylinder centered on a point that you can see within range. It is perpetually raining within this cylinder, and all nonmagical fires are extinguished. A creature that is wet within this cylinder has disadvantage on saving throws against cold or lightning damage. This water disappears when the spell ends or if it leaves the cylinder.


When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:
When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:


* The cylinder fills with magical silence. No sound can be created within or pass through the cylinder. Any creature or object entirely inside the cylinder is immune to thunder damage, and creatures are deafened while entirely inside it. Performing verbal components of spells is impossible within the cylinder. This silence lasts until the spell ends, you dispel it as a bonus action, or you fill the cylinder with magical amplification.
* You magically conjure 1d4 [[monster:ice-mephit|ice mephit]]s, [[monster:mud-mephit|mud mephit]]s, or [[monster:steam-mephit|steam mephit]]s (your choice) in unoccupied spaces of your choice within the cylinder. They are hostile to all creatures that are not elementals and act on their own initiative count. These mephits lack the Summon Mephits action. A mephit summoned in this way disappears when the spell ends or if it leaves the cylinder.
* The cylinder fills with magical amplification. Creatures within the cylinder make saving throws against effects that deal thunder damage with disadvantage, and nonmagical objects and structures become vulnerable to thunder damage while inside. Spells that can normally only target creatures can also target nonmagical objects and structures within the cylinder. This amplification lasts until the spell ends, you dispel it as a bonus action, or until you fill the cylinder with magical silence.
* You mentally command all mephits summoned by this spell to immediately die, triggering their Death Burst traits.
* You compress the air in the cylinder. Each creature in the cylinder must make a Constitution saving throw. On a failed save, it takes 3d6 thunder damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.
* You fill the cylinder with magical fog, as if by the ''[[spell:fog-cloud|fog cloud]]'' spell. This fog dissipates when the spell ends or when you dispel it as a bonus action, and can’t be blown away by a strong wind.
|lists=<li>Druid</li><li>Warlock</li><li>Wizard</li>
* You cause the water on all surfaces in the cylinder to freeze. These surfaces count as difficult terrain, and any creature that makes a Strength ({{athletics}}) check, Dexterity ({{acrobatics}}) check, or that takes the Dash action on an icy surface must make a Dexterity saving throw. On a failed save the creature falls prone immediately after completing the check or action and takes 1d8 bludgeoning damage. On a successful save, nothing happens.
|druid=true
|warlock=true
|wizard=true
|source=Tasha's Crucible of Everything Else, volume 1
}}
}}
[[category:homebrew conjuration spells]]
[[category:homebrew druid spells]]
[[category:homebrew warlock spells]]
[[category:homebrew wizard spells]]

Latest revision as of 14:11, 8 August 2025

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

Conjunction of Water Requires concentration
Level Casting time Range/Area Components
4th 1 Action 60 feet (30 ft. Cylinder ) V, S, M *
Duration School Attack/Save Damage/Effect
Requires concentration 1 Minute Conjuration DEX Save Creation (...)

You begin to merge your current plane of existence with a plane of elemental water in a 30-foot-radius, 60-foottall cylinder centered on a point that you can see within range. It is perpetually raining within this cylinder, and all nonmagical fires are extinguished. A creature that is wet within this cylinder has disadvantage on saving throws against cold or lightning damage. This water disappears when the spell ends or if it leaves the cylinder.

When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:

  • You magically conjure 1d4 ice mephits, mud mephits, or steam mephits (your choice) in unoccupied spaces of your choice within the cylinder. They are hostile to all creatures that are not elementals and act on their own initiative count. These mephits lack the Summon Mephits action. A mephit summoned in this way disappears when the spell ends or if it leaves the cylinder.
  • You mentally command all mephits summoned by this spell to immediately die, triggering their Death Burst traits.
  • You fill the cylinder with magical fog, as if by the fog cloud spell. This fog dissipates when the spell ends or when you dispel it as a bonus action, and can’t be blown away by a strong wind.
  • You cause the water on all surfaces in the cylinder to freeze. These surfaces count as difficult terrain, and any creature that makes a Strength (AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) check, Dexterity (AcrobaticsDexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.) check, or that takes the Dash action on an icy surface must make a Dexterity saving throw. On a failed save the creature falls prone immediately after completing the check or action and takes 1d8 bludgeoning damage. On a successful save, nothing happens.

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

Available for:
  • Druid
  • Warlock
  • Wizard