Spell Description
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centred on a point you can see within range lasting for the duration.
The void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. The void creates a warp in the fabric of space, and the area is difficult terrain. No light, magical or otherwise, can illuminate the area, which is heavily obscured by the mystical blackness for the duration, and creatures fully within the area are blinded.
Any creature that enters the spell’s area for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. Also, when a creature moves inside the area, it takes 1d6 cold damage for every 5 feet it travels.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 5 feet and the acid damage increases by 1d6 for each spell level above 3rd.
Dark Void
3rd level, arcane (conjuration)
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Casting Time
1 action
Duration
1 minute (concentration)
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Range
150 feet (sight)
Components
V,S,M*
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*this spell requires
a pickled tentacle.
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Spell Description
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell or until you use an action to change the effect to another one from the list or to end the spell:
Aerial Adaptation. You sprout wings allowing you to fly. You gain a flying speed of 20 feet.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. This natural weapon is magical and you have a +1 bonus to the attack and damage rolls you make using it.
Nocturnal Adaptation. Your eyes as well as your facial features change to match those of a nocturnal predator. You gain darkvision up to 60 feet.
At Higher Levels. When you use a spell slot of 3rd level or higher to cast this spell, the spell lasts for 10 minutes instead. A spell slot of 5th level or higher increases the duration to 1 hour. A spell slot of 8th level or higher changes the duration to 24 hours.
Alter Self
2nd level, arcane (transmutation)
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Casting Time
1 action
Duration
Instantaneous
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Range
60 feet (line)
Components
V,S
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