Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, M *
Duration
Until Dispelled or Triggered
School
Transmutation
Attack/Save
None
Damage/Effect

You throw or give the ball at/to a being or entity to catch it.

throw 5d6 upon a result greater or equal to the targets difficulty the spell succeds if it fails the target is enraged or flees and you take 1d10 psychic damage.

You may use one action to enter a ball containing 1 creature/entity with your will, if you enter you fall into the paralyzed state you can use a bonus action whenever you want to leave.

You can use a action to send out a tamed entity.

If you don't tell them to do anything it will automatically protect you regardless of its own safety.

 

The better quality ball the stronger entity you can catch.

* - (A iron orb worth 8 copper coins and a drop of the casters blood.)

Previous Versions

Name Date Modified Views Adds Version Actions
7/5/2023 1:42:38 PM
0
1
1
Coming Soon

Available For: Ranger (Legacy) Cleric (Legacy) - Life Domain (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Druid (Legacy) - Circle of the Land (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Wizard (Legacy) - School of Transmutation (Legacy)

R3dblaz3

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