Spell/List/All/5

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5 → Cantrip | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th

See also: Category:5th-Level Spell.


Corroding Pit

→ Corroding Pit

5th Level
Theme(s)
Arcane
Divine
Domain(s)
Acid
Casting Time Standard Action (3 AP)
Range 20 meters
Area 10 meters square
Component(s) V, S
Duration 1 minute

You cover area in acid. Each creature within its area must make a Dexterity save. On a failed save, a creature suffer 6d8 acid damage immediately, their movement speed is halved and suffer an additional 3d8 acid damage at the end of its next turn, or half as much initial damage and no other effect on a successful save.

Each creature that enters area for the first time on a turn must succeed with a Dexterity save. On a failed save, a creature suffer 6d8 acid damage and their movement speed is halved. A creature that ends its turn in the area, suffer 6d8 acid damage and their movement speed is halved until the end of their next turn. Each consecutive turn that they end in the area doubles the acid damage suffered.

After half of the duration, the area count as difficult terrain, and when the spell ends, 5 feet of the surface is corroded away and the area is now permanently difficult terrain.

Power Increase
When you cast this spell using a spell slot of 6th level or higher, the delayed initial damage is increased by 1d8, all other damage is increased by 2d8 for each slot level above 5th.


Light Travel

→ Light Travel

5th Level
Theme(s)
Arcane
Divine
Domain(s)
Light
Casting Time 1 minute
Range 180 000 km
Component(s) V, S
Duration 1 turn

You travel to a point you can see with the naked eye and it is within range.

WIP


Ligma

→ Ligma

5th Level
Theme(s)
Occult
Domain(s)
Illusion
Casting Time Standard Action (3 AP)
Range 40 meter
Component(s) S, M
Duration Concentration, 1 minute

Target creature must succeed with a Sanity save, or suffer continually from different conditions. The creature immediately and, for the duration, at the start of their turn suffer from a condition (you roll a d20) until the start of their next turn:

Roll Condition
1 No condition
2-3

Slowed

  • All movement has double the cost.
4-5

Immobilized

  • Your movement is 0, and cannot benefit from any bonuses to your speed.
6-7

Poisoned

8-9

Blinded

10-11

Petrified

  • You have the Incapacitated condition.
  • You cannot move, speak or comprehend your surroundings.
  • You fail all Strength and Dexterity saving throws.
  • Attack rolls against you have Advantage.
  • You have Resistance to all damage.
  • You are immune to Poisons and Diseases.
    • Poisons and diseases your are already suffering from are suspended until you loose the Petrified condition.
12-13

Madness

  • You see everyone as enemies, at the start of your turn you must succeed with a Sanity check, or roll a d20 and on a 10 or less you act defensivly, on a 11 or higher you act aggressively until the start of your next turn. Movement and Actions should reflect this.
    • Defensive actions are those that do not harm others but bolster your character from harm, such as the Dodge action or the Brace maneuver.
    • Aggressive actions are those that attempt to harm or debilitating other creatures, such as the Attack action or the Power Attack maneuver.
    • Actions and maneuvers that have potential to be both harmful and defensive at the same time (i.e. Disarming Attack maneuver), can be weighted by how low or high the d20 roll were, a 1 should be strictly bolstering actions while a 6 could allow a Disarming Attack maneuver.
14-15

Incapacitated

16-17

Paralyzed

  • You have the Incapacitated condition.
  • You cannot move nor speak.
  • You fail all Strength and Dexterity saving throws.
  • Attack rolls against you have Advantage
  • Any attack that hits you are critical if they are made from within 5 feet of you.
18-19

Stunned

20 Reroll and add another d20, these conditions hold for 2 turns. Reroll a dice if it score 1, or both roll the same value.

Power Increase
When you cast this spell using a spell slot of 6th level or higher, you may affect 1 additional creature, for each slot level above 5th.

Spell
Level
No.
Targets
5th
(base)
1
6th 2
7th 3
8th 4
9th 5