Roll20 compendium wizard9/4/2023 On a successful save, the creature takes half as much damage and isn’t. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. If the saving throw succeeds, the spell ends.Īt Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. A wave of thunderous force sweeps out from you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.Įach time the target takes damage, it makes a new Wisdom saving throw against the spell. Components: V S M (A small amount of alcohol or distilled spirits) Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. You can use your action to take total and precise control of the target. Until the spell ends, you can make the attack again. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Target: Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures) Components: V S M (A pinch of fine sand, rose petals, or a cricket) Duration: 1 minute. Make a melee spell attack against a creature within your reach. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. It must succeed on a Wisdom saving throw or be charmed by you for the duration. You attempt to beguile a creature that you can see within range.
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