Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
S, M *
Duration
2 Rounds
School
Conjuration
Attack/Save
None
Damage/Effect

As an action you summon the nearest horse to a point within 60 ft of you. Each creature that does not know that the horse will be arriving and can see the horse is Charmed by the horse and cannot take actions or move on their turn. Those with Charm resistance are allowed to make a DC 20 Wisdom save. The horse will remain there until the end of the next turn of combat (around 10 seconds in real time,) at the end of which it dies in a method determined by the caster. This effect does not cause damage to anything but the horse itself.

 

 To cast this spell, the caster must eat an entire apple within the confines of their turn (6 seconds.) As such, the caster must succeed on a DC 20 Constitution saving throw to successfully eat the apple. If the caster fails this saving throw, they must roll a d4. On a 4, the horse will be summoned directly above them, forcing a DC 15 Dexterity saving throw. In addition, the caster is Charmed by the horse for the duration of the spell. However, if the caster rolls a 1, 2, or 3 on the d4, the caster is instead teleported to the nearest horse and must begin making death saving throws. If the caster dies permanently, the horse determines how they die.

* - (an apple)

Available For: Druid (Legacy) Ranger (Legacy) Bard (Legacy) - College of Tragedy Cleric (Legacy) - Nature Domain (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Wizard (Legacy) - School of Conjuration (Legacy)

AlistairRavenshade

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