Level
5th
Casting Time
10 Minutes
Range/Area
Touch (50 ft. )
Components
V, S, M *
Duration
8 Hours
School
Abjuration
Attack/Save
CON Save
Damage/Effect
Control (...)

You touch the object used as a component in this spell and imbue it with a charm that affects it's surrounds. All non-magical vehicles, buildings and structures (referred to as "Structures") or parts of them that are within 50-foot radius of it are affected by any number of the following effects (your choice when you cast this spell). This radius moves with the object.

Unlike discrete objects, structures are considered to be made of many objects. This spell does not affect structures that are also creatures, or natural phenomena such as caves, dirt, water, and ice. These effects end on anything that ceases being covered by the radius of the charm.

Yielding or Unyielding. The non-magical damage resistances of structures move one step towards immunity. Resistances become immunities, vulnerabilities are removed, and it gains resistance to all other damage types.

Alternatively, the non-magical damage resistances move one step towards vulnerability: Immunities become resistances, resistances are removed, and it gains vulnerability to all other damage types.

Freshness or Rot. All food and perishables cease rotting. Corpses cease rotting but this has no effect on resurrection times. Mold ceases to expand in growth.

Alternatively, all food, perishables and corpses rot twice as fast. Mold spreads twice as fast. Clean water sources turn fetid after 1 hour near this charm, and small amounts such as those within bottles and bowls evaporate entirely. 

Mobile or Anchored. The affected area of the vehicle weighs half as much for the purposes of pushing, pulling, and propulsion. Despite this lightness, creatures and objects carried by a vehicle have a more comfortable, smooth ride over rough surfaces or terrain.

Alternatively, the affected area of the structure weighs twice as much for these purposes, and gives occupants and freight a very uncomfortable, rough ride. These effects are only for the structure itself rather than anything weighing on it. 

Fueled or Flammable. Non-magical flames within the area can burn twice as long for the same heat and light output. They are twice as bright and twice as effective at fighting the effects of cold weather without generating unwanted extreme heat.

Alternatively, these flames consume their fuel source twice as fast for the same output. They are half as bright and half as effective at fighting the effects of cold weather.

Purified or Poisonous Air. The area of the charm hedges out smoke and dangerous vapours and gas. Such gases dissipate after 1 round.

Alternatively, over the span of 1 hour, the area attracts non-magical gases and toxins from the atmosphere and condenses them in the lowest and highest unoccupied, non-air tight 5 feet of the charm's radius that gases can move to. Whenever a breathing creature starts it's turn in that poisonous area, it must make a Constitution Saving Throw or take 5d6 poison damage and be poisoned. Creatures that leave the charm's area can make the saving throw again at the start of their turns to end the poisoned condition. If this spell ends, the poisonous gases remain in their spaces for up to 24 hours more if there's no way for them to naturally disperse by floating (for the top 5-feet) or sinking (for the bottom 5-feet) away, or until a wind disperses it.

Warning of Violence. Whenever any creature within the charm's area makes an attack roll, all light sources within the area change colour for 6 seconds (chosen when you cast this spell). This light colour change has no impact on the attack roll, including preventing surprise attacks.

Magic Auras. All magical objects and spell effects other than this spell glow as if revealed by the Detect Magic spell.

Alternatively, divination spells that detect magic such as the presence, effect, or school of magic on structures or objects in the area of the charm fail to reveal anything other than this spell.

Charm Against Charm. Creatures in the charm's area get advantage on Saving Throws against charm effects of a spell level lower than this spell's level.

Charm Against Illusions. Creatures in the charm's area get advantage on Intelligence (Investigation) checks against illusions within the charm's area.

Charmed Light or Darkness. The object used as the charm provides bright light for 25-feet and dim light for another 25-feet. This can be any colour you choose or can even repeatedly cycle through a series of colours of your choosing. This light can penetrate magical darkness of a spell level lower than this spell's level. You can set command words which can be spoken within the charm's range (no action required by you) that can turn the light on or off or set it to only emit dim light out to 25 feet.

Alternatively, the object emits magical darkness in a 25-feet radius. This light or darkness is blocked by cover.

Ethereal Lure. This charm can be used as a destination when casting spells like Teleport. When choosing this effect, you can choose whether creatures that teleport into this area like this will teleport close to the nearest unoccupied space to the charm or at the edge of the charm's area. Your DM will determine specifically where. You can then also choose one of the three following options:

  • Whenever a creature uses this charm or a location covered by the charm as a destination for a teleportation effect that has a chance to be "on-target" or not (such as with the Teleport spell), the chance to accurately arrive increases by 1 percent per level of this spell (e.g., reduce the lower chance  thresholds of "On-target", "Off-target" and "Similar Area" by this amount).
  • You can have the inverse of this effect, making it harder to accurately arrive by 1 percent per level of this spell (e.g., increase the upper chance thresholds of "Off-target", "Similar Area" and "Mishap" by this amount).
  • Whenever a creature on the charm's plane casts such a spell and teleports somewhere that isn't "On-target" (e.g., "Off-target" or "Similar Area"), there's a higher than random chance that they will arrive within the area of this charm rather than other locations that fit the spell. That chance amount is determined by your DM. 

Musical Notes. You can choose for the sound of any number of known instrumental songs, played one at a time, to fill the area. Choose whether they can only be heard at any painless volume out to the range of the charm (past which they can't be heard at all), or to be heard at a painless volume up to 300 feet away. You can set command words which can be spoken within the charm's range (no action required by you) that can start, stop, change, or pause the music or increase and decrease the volume.

The whole area around the charm radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. If the charmed object is reduced to 0 hit points, the spell ends.

The spell can penetrate most barriers, but it is blocked by 5 feet of stone, wood or dirt, 1 foot of common metal, or 1 inch of lead.

Casting this spell every day on the same object for a year makes it Instantaneous and of a spell level of the lowest spell slot used through that year and the last casting. It can then only be dispelled with a spell of a spell level equal to or higher than this, but it is the charm itself that must be targeted.

 

* - (A bushel of green herbs dowsed in holy water that sits in a gem encrusted vessel worth at least 100gp, and a non-magical object worth at least 10gp that is no smaller than tiny and no larger than large that is reserved by this spell)

Previous Versions

Name Date Modified Views Adds Version Actions
11/20/2023 9:59:52 PM
6
1
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Coming Soon

Spell Tags: Control Warding

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

ManniLeonore

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