Showing posts with label Teleportation. Show all posts
Showing posts with label Teleportation. Show all posts

Tuesday, March 22, 2016

New Spells: Conjurer's Toybox (D&D 5e)

Conjurer's Trick 
conjuration cantrip (wizard)
Casting time: 1 action
Range: Touch
Components: V, S
Duration: Instant
With a flourish and a word of power you pull a single, otherwise mundane object from thin air. The object can be as finely wrought or made from as fantastic of material as you like, but cannot be larger on any one side than 3 feet and the value and weight of the object determines how long it can last before vanishing back into the aether. During its existence the object appears and behaves normally; chalk can write sling bullets can be used as ammunition. But, at the end of its span, any ongoing effects from that object end. So an individual who ate bread created this way becomes hungry again and gains no nutrition and things tied or suspended with rope are free or falling. To determine the maximum time these items persist use the shorter time for their value or weight.
Individuals who select the School of Conjuration as their Arcane Tradition benefit from extended durations.
Maximum Value
Maximum Weight
Maximum Duration
Conjurer
1 copper piece
1 lb
1 hour
4 hours
1 silver piece
5 lbs
10 minutes
1 hour
1 gold piece
10 lbs
1 minute
10 minutes
1 platinum piece
25 lbs
1 round
1 minute
Unlimited
Unlimited
Impossible
1 round

Conjurer's Step
conjuration cantrip (wizard)
Casting time: move or action
Range: Self
Components: V, S, M (a geometric solid, usually a sphere or cube, with silver etching worth 100 gp. This focus is not consumed in the casting.)
Duration: instant
This cantrip instantly teleports you and up to 100 lbs of equipment on your person up to 10' to a destination you select which must be within your direct line of sight. If you make an error, such as attempting to teleport into a solid object due to an illusion or other miscalculation, make a Wisdom save. If you fail this save you suffer 3d10 force damage and must continue to save again immediately until you succeed or die. On a success you are displaced a sufficient distance back towards your starting point that you are no longer intersecting solid matter.
You can cast this spell twice in a round; once as your move and once as your regular action. If you do this you may choose to add the distances together and make a single teleport.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the distance you can cross increases by 10' per slot level.

Sustenance
level 1 conjuration (ritual)
Casting Time: 10 minutes
Range: Self
Component: V, S
Duration: instant
You can create food, water, or shelter. Make an Intelligence roll depending on the environment. (DC 10 for abundant food and water sources or mild area. DC 15 for limited food and water sources or harsh environment. DC 20 for very little if any food and water sources or hostile environment). If successful you produce 1d6+the character's Intelligence Modifier food (in pounds), water (in gallons), or shelter (square feet). Compare these to the Food and Water Needs under Foraging (DMG 111). The food is bland but nourishing, and spoils if uneaten after 24 hours. The shelter is ramshackle and collapses after 8 hours. The water is clean and doesn’t go bad.

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