Difference between revisions of "Twisted Magic Field (5e Spell)"
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5e Spell
Twisted Magic Field
7th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Casters: Wizard
Shimmering disruptive magical energy emanates from you, twisting and manipulating the very essence of magic within 30 feet of you. Until the spell ends, the Sphere moves with you, centered on you.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. If it fails, any spell it casts while it is in the radius is effected. You know whether each creature succeeds or fails on its saving throw.
When you cast this spell, pick either Heighten or Dampen.
- Heighten. Whenever a creature casts a spell in the area (including you), that spell has the following properties:
- When the caster rolls damage for the spell, they may reroll a number of the damage dice up to your spellcasting modifier (minimum of one). They must use the new rolls.
- If the spell forces a creature to make a saving throw to resist its effects, the target of the spell has disadvantage on its first saving throw made against the spell.
- If the spell has a range of 5 feet or greater, the range of the spell is doubled.
- If the spell has a range of touch, the range of the spell is 30 feet.
- Dampen. Whenever a creature casts a spell in the area (including you), that spell has the following properties:
- When the caster rolls damage for the spell, they must reroll a number of the highest damage dice up to your spellcasting modifier (minimum of one). They must use the new rolls.
- If the spell forces a creature to make a saving throw to resist its effects, the target of the spell has advantage on its first saving throw made against the spell.
- If the spell has a range of 5 feet or greater, the range of the spell is halved.
- If the spell requires a melee spell attack roll, that melee spell attack roll is made with disadvantage.
This is a Modal spell. If two Twisted Magic Field spells overlap but with different modes, then the two spells do overlap. If they are of the same mode, then they do not overlap (as per Combining Magical Effects).