Level
4th
Casting Time
1 Action
Range/Area
30 ft.
Components
M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect

    You focus on an object in range (The item must be  physical non-magical, non-enchanted, and or non-sentient that is no larger than a steed and weighs no more the 100lbs). The object effectively becomes extremely fragile glass. The object will shatter when it is moved, touched, or used in any way. The shards from the object fade away almost instantaneously becoming unusable or unsalvageable. 

 At higher levels: When casted at level 7 or higher the spell can make any sentient being 'glassed' (See homebrew condition details below) if you are able to physically touch them with one of your hands; When casted at level 9 you are able to glass up to 5 sentient beings (Ranged attack; must be 100 ft or closer); when casting on only one sentient being, the higher the level at which the spell is cast the less likely to caster is to be 'glassed'

Glassed (Condition): When a creature is 'glassed' their entire image (including their armor) promptly becomes glass. 'Glassed' creatures are stunned in one position and take double the amount of damage given. The creature must make a constitution saving throw every round in order to become 'un-glassed'. If the affected creature rolls a exceeded success or if you roll an exceeded fail (see chart below) then the caster becomes glassed themselves and must succeed on their own Spell Save DC.

Determining exceeding fails or exceeding success

Depending on what level you cast this spell changes the chances of the caster becoming glassed, see table below to accurately decide. If the affected creature makes a save and it is in the range described below, then the caster becomes glassed. If the player player fails the roll to cast the spell and the number on the die is in the range listed below the caster becomes glassed.

Level 6

Affected target: If the target normally succeeds on the save DC the caster becomes glassed

Caster: If the caster normally fails to cast when rolling to cast then the caster becomes glassed.

Level 7

Affected target: If the target makes a con save that is the casters ((Spell Save DC) + 3) or higher, then the caster becomes glassed

Caster: If you roll to cast and it is 3 or lower the cast DC the caster becomes glassed.

Level 8

Affected target: If the target makes a con save that is the casters ((Spell Save DC) + 5) or higher, then the caster becomes glassed

Caster: If you roll to cast and it is 3 or lower the cast DC the caster becomes glassed

Level 9

When this spell is casted at 9th level, you have the option to cast this spell on up to five sentient beings (Ranged attack, all beings must be within 100 ft of you). Failure to cast causes you to be glassed taking 4x the original amount of damage instead of only 2x. The creatures must make a  Save DC, and compare it to the Level 6 section in the "Determining exceeding fails or exceeding success" chart. For each exceeding success adds 2x damage on the caster when they are glassed (Eg. 3/5 creatures make exceeding success saves, the caster would take 6x the regular damage instead of the normal 2x) 

 

 

If the spell is only being casted on one creature, the Caster cannot become glassed. If the affected creature succeeds the save DC neither the caster nor the creature become glassed.

Example situations for this spell

 

 

 

 

* - (A physical non magical, enchanted, or sentient item that is no larger than a steed and weighs no more than 100lbs)

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

Rahmedabeast1

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