At the end of each long rest, roll 2d6. The number you get on each d6 will determine what two enchantments this spell grants access to. To use one of these enchantments, place your hand on an inanimate object and expend one of the d6 you rolled as well as a 4th level spell slot. You may select which if your two magical properties you would like to instill into this object, at which point the object will instantly gain the selected property. This property wears off after 24 hours of the object being enchanted. You will get 2 new enchantments after each long rest and lose any unused ones. This spell may only be used if you have at least one of the d6 you rolled at the end of your long rest.
The possible effects you can receive based on your d6 roll are as follows:
1 - Greater Gravity: The enchanted object becomes significantly heavier than before, requiring a successful strength saving throw with a DC of 16 to hold or lift. Failing this check will render the creature unable to carry the object, dropping it if they were holding it. If the creature succeeds the strength saving throw, but has a strength of less than 16, while in combat, they must continue to make a strength check every round they hold the object until they either put it down willingly or drop it from a failed check. If not in combat, the creature carrying the object suffers encumbrance, and must make a strength check with a DC of 16 every time they take damage until they stop holding the object.
2 - Anti Gravity: The enchanted object becomes entirely immune to the effects of gravity. It is still affected by momentum, and as such, can be pushed, thrown, stopped, etc. but will not fall to the ground. If thrown in a direction, the object will continue on the exact path it was thrown until stopped by either collision or air resistance.
3 - Shape Swap: Put your hand against an object. Then, with the other hand, touch a different object of similar size. The first object you touched will then take on the appearance of the second object. Neither of the objects will take on any of the other’s properties besides appearance.
4 - Damaging: This object now has a health of 36. Striking a creature with this object will deal 3d6 damage, but will deal the same amount of damage to the object itself. If the object reaches 0 health or lower, it will break, losing its enchantment.
5 - Recall: As soon as this item is enchanted, it is immediately attuned to you. Then, at any time, you may raise your hand and speak “return” aloud, and so long as the object or any other object is not already in your hand, the object will immediately be teleported to your hand.
6 - Temporary Annihilation: The effected object immediately disintegrates to dust, losing any and all functionality or magical properties it may have had. However, upon Wild Enchantment wearing off, the object will be returned to normal.
Wild Enchantment can be used on already magical objects, however, it cannot be used on objects already under the effects of Wild Enchantment.
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