Level
1st
Casting Time
1 Action Ritual
Range/Area
Touch
Components
V, S, M *
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Creation (...)

You grab the metal bar, imbuing magical power into it. The bar transforms into a metal traffic sign that counts as a simple melee weapon with a damage die of 1d6 nonmagical bludgeoning and the light property. Creatures other than you can wield this sign, but saving throws caused by this spell use your Spell Save DC. A Traffic Sign's special effect can only be activated once per round, and if the spell's duration expires or you fall unconscious it reverts to a metal bar. 

The sign can be one of several different types, determined when the spell is first cast through a roll of a 1d12:

1 - Forwards Arrow. When a creature is struck by this sign they become its target, seeing a red glow around every nearby creature except for the wielder until the end of the wielder's next turn. If they deal damage to any glowing creature the target takes psychic damage equal to 2d6 plus your Spellcasting Modifier (minimum 0) and the glow prematurely disappears.

2 - Left Arrow. When a creature is struck by this sign they become its target, seeing a red glow around every nearby creature except for the wielder until the end of the wielder's next turn. If there are no creatures within 30ft of the wielder then the wielder does not glow, and if they deal damage to any glowing creature the target takes psychic damage equal to 2d6 plus your Spellcasting Modifier (minimum 0) and the glow prematurely disappears.

3 - Right Arrow. When a creature is struck by this sign they become its target, its target, seeing a red glow around every nearby creature except for the wielder until the end of the wielder's next turn. If there are no creatures within 30ft of the wielder then the wielder does not glow, and if they deal damage to any glowing creature the target takes psychic damage equal to 2d6 plus your Spellcasting Modifier (minimum 0) and the glow prematurely disappears.

4 - Wooden Arrow. Rather than making a melee attack with this sign, its wielder can instead choose to make a ranged attack roll. The Wooden Arrow magically conjures a wooden arrow which flies up to 45/135 feet in the targeted direction, dealing magical piercing damage equal to 1d8 + the wielder's dexterity modifier. In addition, if a creature is struck by this arrow, the nearest combatant within melee range can make an opportunity attack against them. Only one opportunity attack can be attempted for each time a creature is struck by an arrow from this sign.

5 - Do Not Enter. When a creature is struck by this sign they become its target and are pushed back 15 feet from the sign's wielder. Targets of this sign see a faint red aura around the wielder, 8ft in radius, that lasts until the start of the wielder's next turn. If the target moves within the boundaries of this circle they takes psychic damage equal to 2d6 plus your Spellcasting Modifier (minimum 0) and the circle prematurely disappears. Creatures of size Huge and Gargantuan are not moved by this effect.

6 - Speed Limit. When this sign is first created, you must roll 1d10+5, then multiply the result by 2. This number is set as the new Speed Limit, and is painted on the sign. If any creature that, at any point on their turn, is within 30 feet of the wielder moves an amount of feet greater than the Speed Limit on their turn they takes psychic damage equal to 1d6 plus your Spellcasting Modifier (minimum 0) plus an additional 1d6 psychic damage for every 10 feet they move above the Speed Limit, to a maximum of 4 extra dice. This effect does not stack with multiple Speed Limit signs - if multiple speed limits are violated, the wielder with the highest initiative rolls damage but not any other wielders within range.

7 - Wrong Way. When a creature is struck by this sign they must succeed on a Wisdom saving throw or until the end of the wielder's next turn they move in the opposite intended direction when using a movement action. If they fail this saving throw their Dexterity score is reduced by 4 for 1 minute. This score reduction only applies once; failing multiple Wrong Way saving throws will not reduce a creature's Dexterity score until the first spell's reduction wears off.

8 - Slippery Road. Rather than making a melee attack with this sign, its wielder can instead choose to create a circle of nonflammable oil that spreads out in a 20ft radius around them that lasts 3 rounds, disappearing on the end of the wielder's turn on the third round. Any creature within this oil that attempts to move must succeed a Dexterity saving throw or they continue to move forwards along the oil, only stopping when they reach the end of the pool and prompting opportunity attacks as they travel. This oil does not affect to creatures that attempt to move by jumping, flying, or burrowing, but does affect creatures that are pushed in a direction, even if it is not the creature's turn when they are pushed. Huge creatures have advantage on this save and Gargantuan creatures automatically succeed it.

9 - Construction. When a creature is struck by this sign they must succeed on a Strength saving throw or they become encased in concrete, falling under the effect of the Petrification ability until the end of the wielder's next turn. If the encased target takes any damage they automatically break out of this concrete, and on the start of each of their turns they can choose to retake this saving throw to break out. Huge and Gargantuan creatures are not fully petrified by this ability, with Huge creatures only affected by the Grappled condition and Gargantuan ones unaffected. However, Huge creatures are only Restrained by a failed saving throw and Gargantuan creatures only Grappled.

10 - Landslide. Rather than making a melee attack with this sign, its wielder can instead choose to create a small boulder, approximately 3 feet in diameter, that rapidly grows in size as it travels. All creatures within a column 90 feet long and 5 feet thick, its direction specified by the wielder, must succeed a Dexterity saving throw or they are bowled over by the boulder, taking 1d4 bludgeoning damage. This damage rises by 1d4 bludgeoning damage for every 15 feet the target is away from the wielder, but creatures that are more than 45 feet away from the wielder have advantage on this saving throw.

11 - Yield. When a creature is struck by this sign they must succeed on a Strength saving throw or they are pushed 20 feet horizontally away and 5 feet vertically away from the wielder. Huge creatures have advantage on this saving throw, unmoved vertically on a failure, and Gargantuan creatures automatically succeed.

12 - Stop. When a creature is struck by this sign they must succeed on a Strength saving throw or they become stunned until the end of the wielder's next turn. On the start of their next turn they can choose to remake this saving throw, ending the condition on a success.

If you attempt to cast this spell while a sign already exists, the spell immediately ends on it and the former sign reverts to a metal bar.

When you cast this spell with a spell slot of 2nd level or higher, you can create an additional magical Traffic Sign for every spell level above 1st. However, you must provide another bar to serve as a basis for each of these signs.

* - (A metal bar weighing approximately 10lbs, which is temporarily consumed in the casting of the spell.)

Spell Tags: Creation Special

Available For: Cleric (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Shreesh_Fuup

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