Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Touch
Components
V, S
Duration
24 Hours
School
Transmutation
Attack/Save
None
Damage/Effect
Exploration (...)

You touch a willing creature, and until the spell ends, an invisible force molds around all clothing, armor, and other accessories worn by the target to render them appropriate for travel through rough wilderness or uneven terrain. For example, non-magical high-heeled shoes will function like sturdy non-magical boots, and leather armor +1 with revealing cutouts will confer the same protection as less revealing leather armor +1. The appearance of these items is not changed in any way, and no statistical changes or mechanical benefits are conferred; the spell does not confer any special protection from cold, heat, or other environmental conditions. All effects of the spell end on any item once the creature takes it off, and any items the creature puts on immediately come under all effects. The spell ends if you dismiss it as a bonus action.

The true origins of this spell are lost to time, but it's said that the sorcerer Erendil, an obscure historical figure of the Sword Coast, dreamed it into being one day after months of meditating on how to enjoy adventuring into crypts and ruins while still wearing his favorite feather-festooned velvet jacket.

Spell Tags: Social Movement Utility Exploration Special weather

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Paladin (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Artificer (Legacy) Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Fighter - Eldritch Knight Rogue - Arcane Trickster

skyling

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