Phantasmal Magic, Flesh Gardening and Monstrous Remains for Dungeons & Dragons 5e

Phantasmal Magic, Flesh Gardening and Monstrous Remains for Dungeons & Dragons 5e

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Here are two more spells and a new form of magic item for Dungeons & Dragons 5th edition.

Here are two more spells and a new form of magic item for Dungeons & Dragons 5th edition.

 

Phantasmal Magic (for sorcerer)

3rd level enchantment

1 Action

30’

V, S

Concentration, to 1 minute

The target of the spell believes they are under the effects of a positive spell selected by the caster. Any negative consequences are ignored if a Wisdom save is failed as the spell alters the victim’s perceptions. Some of the spells that can be mimicked by Phantasmal Magic include Blink, Enhance Ability, Enlarge/Reduce, Gaseous Form, Jump, Spider Climb, Stoneskin and Water Breathing.

 

Flesh Gardening (for druid, warlock and wizard)

5th level transmutation

10 minutes

Touch

V, S, M (corpse of mortal being and 100 gp worth of alchemical reagents, both of which are consumed)

1 month

This spell causes a corpse (which can not be undead) to grow into strange fungi-like forms, one for each hit die the creature had in life. These forms eventually, over the month the spell takes effect, become mundane objects that can be used as equipment. Most are armor, weapons or tools selected by the DM based on the body shape and other physical characteristics of the corpse. They are bog standard except they look strange, depending on the corpse and part they grew from. One such object gains a sense, racial trait or special trait selected by the DM and is used in an identical fashion to the creature. These are called Monstrous Remains, see below for more information.

At Higher Levels: If cast with a 6th level or higher slot, the power for the object increases on a level for level basis. If the spell is cast with an 8th level slot, a creature’s regional effects may be incorporated into the object. If the spell is cast with a 9th level slot, a creature’s lair actions may be incorporated into the object.

 

Monstrous Remains are supernatural items that are created from the corpses of magical creatures. They imitate the creature’s sense, trait, attack option or other supernatural aspect perfectly. In other words, the item duplicates the text in the monster’s statistics block. As some monster powers may cause unbalance in the game, limitations may be added to prevent this.

There are several possible limitations, including:

-         Spell focus. These items are powered by spell slots. The exact slot needed is indicated within the items description. Racial traits that provide spells, like those of the gnome and tiefling, can be used to power such items. Higher level slots do not enhance the item’s effect unless the DM deems otherwise.

-         Charges. The items have limited charges much like wands or staves. Most also have the possibility of destruction if all the charges are used up. The number of charges and chances of destruction are listed in the item’s description.

-         Rest limitation. These items can only be used once per short or long rest. Which duration is indicated in the item’s description. If the power has an existing limitation, such as once per three rounds, this is ignored.

-         Material requirement. The item requires some expensive component to function, usually another part of the monster it was created from. The part and cost are indicated in the item’s description. Some parts have to be alchemically treated before hand, making fresh harvests useless to power such items.

-         Infusion. The item is powered by ability points. The transfer lasts for last long as the power if active or for 10 minutes for instantaneous effects. Which ability and duration are listed in the item’s description.

-         Exhaustion. Every time the item is activated, the wielder gains one level of exhaustion.

-         Damage. The item is powered by hit points. Every time it is activated, the wielder takes damage. The amount is given in the item’s description.

-         Curse. Upon activation, the item curses its wielder. In addition to existing magic item and spell based curses there is one common form- the wielder takes the alignment and behavior of the creature used to make the item for one hour.

-         Condition. The item induces a condition upon its wielder when active. Of the conditions listed in the Player’s Handbook, Blinded, Deafened, Poisoned, Restrained and Stunned are those most commonly caused by a Monstrous Remain. This lasts for one hour or as long as the power is active, which ever is longer.

Which limitation applies is determined by the Dungeon Master upon the item’s creation or when it is first described. Additional limitations may be created by the DM.

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