Hechizos de Wizard - Transmutation - Base - 007

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Range: Touch · Transmute Mud to Rock.

Nonmagical mud or quicksand in the area


Components: V, S no more than 10 feet deep transforms into soft stone for the spell’s
Duration: Concentration, up to 1 hour duration. Any creature in the mud when it transforms must make a
Your magic deepens a creature’s understanding of its own talent. Dexterity saving throw. On a successful save, a creature is shunted
You touch one willing creature and give it expertise in one skill of your safely to the surface in an unoccupied space. On a failed save, a
choice; until the spell ends, the creature doubles its proficiency bonus for creature becomes restrained by the rock. A restrained creature, or
ability checks it makes that use the chosen skill. another creature within reach, can use an action to try to break the
rock by succeeding on a DC 20 Strength check or by dealing
You must choose a skill in which the target is proficient and that isn’t
damage to it. The rock has AC 15 and 25 hit points, and is immune
already benefiting from an effect, such as Expertise, that doubles its
to poison and psychic damage.
proficiency bonus.
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Telekinesis
Transmutation Level 6
Casting Time: 1 action
Create Homunculus
Range: 60 feet
Transmutation
Components: V, S
Casting Time: 1 hour
Duration: Concentration, up to 10 minutes
Range: Touch
Components: V, S, M (clay, ash, and mandrake root, all of which the
You gain the ability to move or manipulate creatures or objects by
spell consumes, and a jewel-encrusted dagger worth at
thought. When you cast the spell, and as your action each round for the
least 1,000 gp)
duration, you can exert your will on one creature or object that you can
Duration: Instantaneous
see within range, causing the appropriate effect below. You can affect the
same target round after round, or choose a new one at any time. If you While speaking an intricate incantation, you cut yourself with a jewel-
switch targets, the prior target is no longer affected by the spell. encrusted dagger, taking 2d4 piercing damage that can’t be reduced in
· Creature. You can try to move a Huge or smaller creature. Make an any way. You then drip your blood on the spell’s other components and
ability check with your spellcasting ability contested by the creature’s touch them, transforming them into a special construct called a
Strength check. If you win the contest, you move the creature up to homunculus.
30 feet in any direction, including upward but not beyond the range The statistics of the homunculus are in the Monster Manual. It is you
of this spell. Until the end of your next turn, the creature is restrained faithful companion, and it dies if you die. Whenever you finish a long rest,
in your telekinetic grip. A creature lifted upward is suspended in mid- you can spend up to half your Hit Dice if the homunculus is on the same
air. plane of existence as you. When you do so, roll each die and add your
On subsequent rounds, you can use your action to attempt to Constitution modifier to it. Your hit point maximum is reduced by that total,
maintain your telekinetic grip on the creature by repeating the and the homunculus’s hit point maximum and current hit points are both
contest. increased by it. This process can reduce you to no lower than 1 hit point,
and the change to your and the homunculus’s hit points ends when you
· Object. You can try to move an object that weighs up to 1,000 finish your next long rest. The reduction your hit point maximum can’t be
pounds. If the object isn’t being worn or carried, you automatically removed by any means before then, except by the homunculus’s death.
move it up to 30 feet in any direction, but not beyond the range of
this spell. You can have only one homunculus at a time. If you cast this spell
while your homunculus lives, the spell fails.
If the object is worn or carried by a creature, you must make an -------------------------------------------------------------------------------------------------
ability check with your spellcasting ability contested by that
Disintegrate
creature’s Strength check. If you succeed, you pull the object away
Transmutation
from that creature and can move it up to 30 feet in any direction but
Casting Time: 1 action
not beyond the range of this spell.
Range: 60 feet
You can exert fine control on objects with your telekinetic grip, Components: V, S, M (a lodestone and a pinch of dust)
such as manipulating a simple tool, opening a door or a container, Duration: Instantaneous
stowing or retrieving an item from an open container, or pouring the
contents from a vial. A thin green ray springs from your pointing finger to a target that you
------------------------------------------------------------------------------------------------- can see within range. The target can be a creature, an object, or a
Transmute Rock creation of magical force, such as the wall created by Wall of Force.
Transmutation A creature targeted by this spell must make a Dexterity saving throw.
Casting Time: 1 action On a failed save, the target takes 10d6 + 40 force damage. If this damage
Range: 120 feet reduces the target to 0 hit points, it is disintegrated.
Components: V, S, M (clay and water) A disintegrated creature and everything it is wearing and carrying,
Duration: Until dispelled except magic items, are reduced to a pile of fine gray dust. The creature
You choose an area of stone or mud that you can see that fits within can be restored to life only by means of a True Resurrection or a Wish
a 40-foot cube and that is within range, and choose one of the following spell.
effects. This spell automatically disintegrates a Large or smaller nonmagical
object or a creation of magical force. If the target is a Huge or larger object
· Transmute Rock to Mud. Nonmagical rock of any sort in the area or creation of force, this spell disintegrates a 10-foot-cube portion of it. A
becomes an equal volume of thick, flowing mud that remains for the magic item is unaffected by this spell.
spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th
The ground in the spell’s area becomes muddy enough that level or higher, the damage increases by 3d6 for each slot level above 6th.
creatures can sink into it. Each foot that a creature moves through -------------------------------------------------------------------------------------------------
the mud costs 4 feet of movement, and any creature on the ground Flesh to Stone
when you cast the spell must make a Strength saving throw. A Transmutation
creature must also make the saving throw when it moves into the Casting Time: 1 action
area for the first time on a turn or ends its turn there. On a failed Range: 60 feet
save, a creature sinks into the mud and is restrained, though it can Components: V, S, M (a pinch of lime, water, and earth)
use an action to end the restrained condition on itself by pulling itself Duration: Concentration, up to 1 minute
free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature You attempt to turn one creature that you can see within range into
under the mud when it falls must make a Dexterity saving throw. A stone. If the target’s body is made of flesh, the creature must make a
creature takes 4d8 bludgeoning damage on a failed save, or half as Constitution saving throw. On a failed save, it is restrained as its flesh
much damage on a successful one. begins to harden. On a successful save, the creature isn’t affected.

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