Level
6th
Casting Time
1 Action
Range/Area
90 ft.
(30 ft. )
Components
V, S, M *
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Buff (...)
You scrape away the astral stuff that binds the multiverse, creating a minor rift that allows aspects of another plane to pour into the spell's area. Roll 2d10 and choose the planar effect corresponding to one of the rolled numbers. If the same number is rolled twice, instead roll a d20 to determine what effect comes about from the Outer Planes instead of the Inner Planes, as you tear deeper into the fabric of the multiverse.
You may determine the spell area's point of origin after learning which planar effect will take place.
Planar Effect Table (Inner Planes)
1d10 | Planar Effect |
---|---|
1 | Feywild: Creatures within the spell's area gain advantage on all attack rolls, saving throws, and ability checks, but suffer disadvantage on Stealth checks. |
2 | Elemental Ice: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Constitution saving throw, suffering 6d6 cold damage or half as much on a success. In addition, the spells area is difficult terrain, and creatures who attempt to move through any space in the spell's area must succeed a Dexterity saving throw or be knocked prone. |
3 | Elemental Air: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Strength saving throw, suffering 6d6 bludgeoning damage or half as much on a success. On a failure, the creature is flung 30 feet in a random direction, suffering 4d6 bludgeoning damage if they slam into a wall or other hard surface before reaching 30 feet. Movement within the spell's area is halved, and any projectiles that enter the spell's area are knocked away. Creatures within the spell's area are deafened. |
4 | Elemental Ash: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Constitution saving throw, suffering 6d6 fire damage or half as much on a success. On a failure, the creature makes Constitution saving throws with disadvantage while within the spell's area, and cannot breathe. |
5 | Elemental Fire: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Constitution saving throw, suffering 6d6 fire damage or half as much on a success. Creatures who fail the saving throw are ignited, suffering an additional 2d6 fire damage at the start of their turn until they or another creature uses an Action to put them out. |
6 | Elemental Magma: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Constitution saving throw, suffering 6d6 fire damage or half as much on a success. Creatures wearing metal armor or holding metal objects make the saving throw at disadvantage. Creatures wearing metal armor take twice as much damage on a failed save. Metal within the spell's area becomes superheated, causing 1d6 fire damage to creatures holding, wearing, or otherwise touching them. The spell's area becomes difficult terrain. |
7 | Elemental Earth: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Strength saving throw, suffering 6d6 bludgeoning damage or half as much on a success. Creatures who fail the saving throw are restrained by earth for the spell's duration, and may reattempt the save at the start of each subsequent turn. |
8 | Elemental Ooze: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Strength saving throw, suffering 6d6 acid damage or half as much on a success. Creatures who fail the saving throw are engulfed by ooze for the spell's duration, and may reattempt the save at the start of each subsequent turn. Engulfed creatures take an additional 2d6 acid damage at the start of each turn they are engulfed. |
9 | Elemental Water: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Strength saving throw, suffering 6d6 bludgeoning damage or half as much on a success. The spell's area is difficult terrain. All fire, nonmagical or otherwise, within the spell's area is extinguished, and creatures within the spell's area are immune to fire damage. |
10 | Shadowfell: Creatures within the spell's area suffer disadvantage on all attack rolls, saving throws, and ability checks, but gain advantage on Stealth checks. |
Planar Effect Table (Outer Planes)
1d20 | Planar Effect |
---|---|
1 | Astral Sea: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Wisdom saving throw, suffering 10d4 psychic damage or half as much on a success. Creatures who fail the saving throw are also stunned until the end of their next turn. |
2 | Elysium: Creatures in the spell's area gain a +3 to AC and regain 3d4 hit points at the start of each of their turns. |
3 | Beastlands: Creatures in the spell's area must succeed a Wisdom saving throw or transform into a bestial spirit. Creatures who fail the saving throw may reattempt it at the end of subsequent turns. |
4 | Arborea: Healing effects within the spell's area restore the maximum amount of hit points. Damaging effects deal the maximum amount of damage. |
5 | Ysgard: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area regain all of their hit points. |
6 | Limbo: The spell's area loses the effect of gravity. Creatures are able to move in any direction at will by thinking it. Creatures in the spells area can use an Action on their turn to attempt to change the aspects of an object. The creature must make a DC20 Intelligence check. On a success, they can change the form of an object to another object of similar form (for example, a boulder could be transformed into a ball of fire). Creatures in the spell's area can also use an Action to cause objects to move, requiring a success on an Intelligence check, the DC of which is determined by the object's size. |
7 | Pandemonium: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Constitution saving throw, becoming deaf for 1 minute on a failure. Creatures who fail the saving throw also gain a level of exhaustion. |
8 | Abyss: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Wisdom saving throw. Creatures who fail the saving throw suffer the effects of a Bestow Curse spell cast at 5th level, and become the target of a demonic spirit. Targeted creatures must succeed a DC 15 Charisma saving throw or become possessed, following the rules of Demonic Possession. |
9 | Far Realm: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Wisdom saving throw, suffering 2d10 psychic damage and 2d10 cold damage, or half as much on a success. Creatures who fail the saving throw are also Frightened for 1 minute, and suffer a Long-Term Effect of Mental Stress that lasts for 1 hour. |
10 | Carceri: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Strength saving throw, becoming restrained on a failure. Creatures who are restrained in this way cannot leave the spell's area without succeeding a Wisdom saving throw, until the spell ends. |
11 | Hades: Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Wisdom saving throw. On a failure, the creature is incapable of taking actions and gains a level of exhaustion. The saving throw can be repeated at the end of the creature's subsequent turns. |
12 | Gehenna: The spell's area becomes difficult terrain, steeped in jagged 45 degree inclines. Creatures within the spell's area at the casting time, who enter the spell's area for the first time on their turn, or who start their turn within the spell's area must make a Wisdom saving throw. On a failure, the creature is compelled to use its action to attack the nearest creature to itself. |
13 | Nine Hells: Creatures within the spell's area at the casting time must make a Dexterity saving throw, taking 8d6 fire damage on a failure, or half as much on a success. In addition, 1d4+2 Spined Devils appear in the spell's area, hostile to all creatures other than one another. The devils remain until killed. |
14 | Acheron: When a creature within the spell's area reduces another creature to 0 hit points, it gains an additional attack action, and temporary hit points equal to its Constitution score. |
15 | Mechanus: All dice rolls made within the spell's area are treated as 10s. Creatures who begin their turn within the spell's area must succeed a DC 11 Wisdom saving throw or their alignment becomes Neutral until they complete a Long Rest. |
16 | Arcadia: Creatures within the spell's area are immune to the Frightened and Poisoned condition. Creatures who start their turn in the spell area regain 6d6 hit points, and must roll a d6. On a 6, they regain any charges normally regained after a short rest. |
17 | Mount Celestia: Creatures within the spell's area gain advantage on attack rolls, saving throws, and ability checks. Creatures who start their turn in the spell's area gain the benefits of Lesser Restoration. |
18 | Bytopia: When a creature within the spell's area regains hit points, a random creature within 60 ft regains an equal amount of hit points. When a creature within the spell's area suffers damage, a random creature within 60 ft suffers an equal amount of damage. |
19 | Ethereal Plane: Creatures within the spell's area can use a bonus action to slip into the Border Ethereal. When they do so, they must roll a d6. On a 1, the creature is teleported to a random location within 90 feet, and shunted back into the plane of origin. |
20 | Sigil: The greatest spellcasting minds of Sigil peer through the dimensional rift, and cast three appropriate spells determined by the DM, targeted within the spell's area. |
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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12/9/2024 9:57:20 AM
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2
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12/9/2024 9:58:15 AM
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1.1
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12/9/2024 9:59:08 AM
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3
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0
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12/9/2024 10:36:09 PM
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10
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0
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Coming Soon
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