Homebrew:Conjunction of Shadow: Difference between revisions

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Created page with "{{subst:homebrew:conjunction of air}}"
 
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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 Conjunction of Shadow spell from [[Tasha's Crucible of Everything Else]] volume 1}}


{{spell info
{{spell info
|name=Conjunction of Air
|name=Conjunction of Shadow
|level=4
|level=6
|cast=a
|cast=a
|range=60 feet
|range=60 feet
Line 9: Line 9:
|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 shadow or lethargy, worth at least 10 gp
|duration=1 minute
|duration=1 minute
|concentration=true
|concentration=true
|school=Conjuration
|school=Conjuration
|save=constitution
|save=wisdom
|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 shadow and lethargy 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:
 
* Creatures in the cylinder’s area are immune to the frightened and charmed conditions. If a creature is frightened or charmed when it is in the area of the spell, the effect causing that condition ends for the creature.
* All saving throws made in the cylinder against effects that deal necrotic damage are made with advantage or disadvantage (your choice when you cast the spell).
* When a humanoid creature dies in the cylinder, it immediately becomes a zombie under your mental control. All zombies created in this manner share your initiative count, but act immediately after you. These zombies return to mundane corpses when the spell ends or if they leave 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.
* The cylinder fills with magical darkness until you dispel it as a bonus action or until the spell ends. If this effect overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
* 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.
* Each creature in the cylinder must succeed on a Wisdom saving throw or be stricken with extreme lethargy. A creature that fails this saving throw wastes its next turn doing nothing. Undead and constructs are immune to this effect.
* 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.
|lists=<li>Bard</li><li>Sorcerer</li><li>Warlock</li>
|lists=<li>Druid</li><li>Warlock</li><li>Wizard</li>
}}
}}
[[category:homebrew conjuration spells]]
[[category:homebrew conjuration spells]]
[[category:homebrew druid spells]]
[[category:homebrew bard spells]]
[[category:homebrew warlock spells]]
[[category:homebrew warlock spells]]
[[category:homebrew wizard spells]]
[[category:homebrew sorcerer spells]]

Revision as of 20:05, 13 November 2023

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

Conjunction of Shadow Requires concentration
Level Casting time Range/Area Components
6th 1 Action 60 feet V, S, M *
Duration School Attack/Save Damage/Effect
Requires concentration 1 minute Conjuration WIS Save Creation (...)

You begin to merge your current plane of existence with a plane of shadow and lethargy 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:

  • Creatures in the cylinder’s area are immune to the frightened and charmed conditions. If a creature is frightened or charmed when it is in the area of the spell, the effect causing that condition ends for the creature.
  • All saving throws made in the cylinder against effects that deal necrotic damage are made with advantage or disadvantage (your choice when you cast the spell).
  • When a humanoid creature dies in the cylinder, it immediately becomes a zombie under your mental control. All zombies created in this manner share your initiative count, but act immediately after you. These zombies return to mundane corpses when the spell ends or if they leave the cylinder.

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 darkness until you dispel it as a bonus action or until the spell ends. If this effect overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
  • Each creature in the cylinder must succeed on a Wisdom saving throw or be stricken with extreme lethargy. A creature that fails this saving throw wastes its next turn doing nothing. Undead and constructs are immune to this effect.

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

Available for:
  • Bard
  • Sorcerer
  • Warlock