Level
4th
Casting Time
1 Reaction *
Range/Area
120 ft.
Components
V, S **
Duration
Instantaneous
School
Conjuration
Attack/Save
INT Save
Damage/Effect
Combat (...)

With a powerful stand, or a cowardly and feared reflex, a powerful wizard bends the space to redirect a potential threat.

º This only affect one attack or projectile, in the case of multiple, such as magic missile, it only affects the first.
º You need both hands to cast this spell, one facing the attack and the other pointing the desired destiny. An arcane focus can substitute one of the hands required to cast this spell.

- When used against melee attack rolls, the creature has to make an intelligence saving throw, on a success the creature has to reroll the attack roll, potentially missing. On a failure, you manage to teleport the creature up to 10 feet and change the direction they were facing, potentially attacking another creature instead. A creature can willingly fail this saving throw. 

-Melee attackers that were redirected They the results of the attack roll and damage, but the DM can decide to make a dexterity saving throw for the creature that is going to be attacked in order to dodge the hit.

- If used against a projectile that you can see the spell automatically success.

- When used successfully against a projectile, you can teleport it up to 10 feet and change its course. The redirected spell keep its original properties, damage and bonuses from the original caster, but its range distance is halved.

-if used against a critical melee attack, the enemy rolls with advantage. If used against a critical projectile, roll wisdom, if you roll equal or higher than 12, the spell success and you can redirect it at will, on a failed roll, the outcome of the projectile will be random, You can either let the DM decide one of these outcomes or you can roll a d10, in which the outcome will be like this: 1: you redirect it against yourself, 2 and 3, you redirct it against a friendly creature or party members. 4, 5, 6 and 7: you redirect it to an empty space. 8 and 9: you redirect it against a hostile creature. 10: you redirect it against the original caster. 

You can use this spell against your own spells, ranged attacks or any other kind of projectile you manage to launch, and automatically success the wisdom roll if it's a critical hit, in these situations, the distance of the redirected spell doesn't halve.

There is no limitation either in creature size this spell can be applied, neither the projectile size this spell can redirect.

At higher levels

For each level above 4th level that you cast this spell, you can move up to 10 feet the objective of the spell. If used with a spell slot of 5 or higher, as a bonus action, you can rotate the melee attacker creature vertically, so they face the ground or the ceiling, making it fall prone.

* - Melee attack or ranged projectile. ** - (Must use both hands)

Previous Versions

Name Date Modified Views Adds Version Actions
5/28/2023 1:26:59 PM
10
1
5
Coming Soon
6/8/2023 2:48:29 PM
8
1
--
Coming Soon
6/17/2023 8:08:41 AM
13
1
--
Coming Soon

Spell Tags: Teleportation Control Movement Combat

Available For: Wizard (Legacy) Sorcerer (Legacy) - Aberrant Mind (Legacy)

DanteVS11

Comments

Posts Quoted:
Reply
Clear All Quotes