Level
6th
Casting Time
1 Minute
Ritual
Range/Area
20 ft.
Components
V, S, M *
Duration
Special
School
Divination
Attack/Save
None
Damage/Effect
Buff (...)
You magically rig a nonmagical clock or pocket watch to create a certain magical effect at a certain time. If the clock or pocket watch is magical, broken, damaged, malfunctioning or was a target of this spell in the last 8 hours, the spell fails. The selected time must be at least 10 minutes ahead of the current time, to a maximum of 24 hours ahead. The spell ends early if the clock or pocket watch becomes broken, becomes damaged, starts malfunctioning or is tampered with during the duration. Once the selected time has arrived, a random magical effect triggers.
| d20 | Effect |
|---|---|
| 1 | Your next attack roll, ability check or saving throw will be at disadvantage. Regardless of any bonuses you may have. |
| 2 | You create a nonmagical item or weapon that weighs less than 10 pounds and is worth less than 500 gp in your hands or in the nearest unoccupied space you can see. The DM gets to choose what item or weapon you've created. |
| 3 | You cast Banishment on yourself for the full duration. |
| 4 | You cast Haste on yourself or on a nearby creature of your choice within range for the full duration without expending a spell slot or material components and suffer no negatives after the spell ends. |
| 5 | You lose a 3rd level spell slot. If all of your 3rd level spell slots are already exhausted, take 10 points damage. |
| 6 | For the next minute, you or a nearby creature of your choice you can see within range has their melee weapon attacks become magical attacks. |
| 7 | You can't gain the benefits of a short rest until you finish your next long rest. |
| 8 | Choose 3 from Athletics, Sleight of Hand, Stealth, Arcana, Investigation, Insight, Perception, Intimidation or Persuasion. You are proficient in the following skills for 1 hour. If you are already proficient in those skills, you gain expertise in those skills for the duration. |
| 9 | You cast Fireball as a 4th level spell centered on yourself. |
| 10 | You or one creature of your choice you can see within range gains 2 inspirations. |
| 11 | For the next minute, any magical items within range have their effects nullified. |
| 12 | You gain a +3 bonus to AC for 1 minute. |
| 13 | The next time you or a creature within range makes a melee weapon attack, the attack will instead heal the enemy equal to the damage you or the creature would have dealt. |
| 14 | You and 2 creatures of your choice within range have resistance to 3 damage types of your choice for 3 rounds. |
| 15 | You and one random creature within range are knocked prone for 2 rounds. If you were already Prone, the spell has no effect. |
| 16 | You gain an additional action that you can add on to one of your next 3 turns or use the additional action as a reaction if your reaction is already expended. If you are incapacitated, the spell has no effect. |
| 17 | The Next time you or a creature within range casts a spell, Counterspell will automatically be cast at 4th level. |
| 18 | For 3 rounds, you or one creature of your choice's body becomes frozen in a state between the Material Plane and the Astral Plane. In this state, you or the creature cannot harm or be harmed, have incorporeal movement and Truesight for 60 ft. |
| 19 | You Polymorph into a Horse. You must make a Constitution saving throw (Contested against your spell save DC) or stay in in horse form for 8 hours. |
| 20 | Roll on this table twice and pick the desired result or be restored to full health. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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7/7/2024 12:54:10 AM
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4
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1
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1
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Coming Soon
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