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A Drop of Blood: Casting Time Range Components Duration Casting Time Range Components Duration

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BANE DISGUISE SELF

CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S 1 hour
minute
You make yourself, including your clothing, armor,
A drop of blood weapons, and other belongings on your person, look
different until the spell ends or until you use your
Up to 3 creatures of your choice that you can see action to dismiss it. You can seem 1 foot shorter or
within range must make Charisma saving throws. taller and can appear thin, fat, or in between. You can't
Whenever a target that fails this saving throw change your body type, so you must adopt a form that
makes an attack roll or a saving throw before the has the same basic arrangement of limbs. Otherwise,
spell ends, the target must roll a d4 and subtract the extent of the illusion is up to you.

the number rolled from the attack roll or saving The changes wrought by this spell fail to hold up to
throw.
physical inspection. For example, if you use this spell
to add a hat to your outfit, objects pass through the
At Higher Levels: When you cast this spell hat, and anyone who touches it would feel nothing or
using a spell slot of 2nd level or higher, you can would feel your head and hair. If you use this spell to
target 1 additional creature for each slot level appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
above 1st. while it was seemingly still in midair.

To discern that you are disguised, a creature can use


its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.

Bard 1st level Enchantment Bard 1st level Illusion


COMMAND [1/2]
CASTING TIME RANGE
1 action 60 feet
COMPONENTS DURATION
V 1 round
You speak a one-word command to a creature you can
see within range. The target must succeed on a
Wisdom saving throw or follow the command on its
next turn. The spell has no effect if the target is
undead, if it doesn't understand your language, or if
your command is directly harmful to it.

Some typical commands and their effects follow.

You might issue a command other than one described


here. If you do so, the DM determines how the target
behaves. If the target can't follow your command, the
spell ends.

Approach: The target moves toward you by the


shortest and most direct route, ending its turn if it
moves within 5 feet of you.

Drop: The target drops whatever it is holding and


then ends its turn.

Flee: The target spends its turn moving away from


you by the fastest available means.

Grovel: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A


flying creature stays aloft, provided that it is able to do
so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.

At Higher Levels: When you cast this spell using a


spell slot of 2nd level or higher, you can affect

Bard (TCE) 1st level Enchantment


COMMAND [2/2] BLINDNESS/DEAFNESS
CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION
V 1 round V 1 minute
one additional creature for each slot level above You can blind or deafen a foe. Choose 1 creature
1st. The creatures must be within 30 feet of each that you can see within range to make a
other when you target them. Constitution saving throw. If it fails, the target is
either blinded or deafened (your choice) for the
duration. At the end of each of its turns, the
target can make a Constitution saving throw. On
a success, the spell ends.

At Higher Levels: When you cast this spell


using a spell slot of 3rd level or higher, you can
target 1 additional creature for each slot level
above 2nd.

Bard (TCE) 1st level Enchantment Bard 2nd level Necromancy


DISPEL MAGIC HYPNOTIC PATTERN
CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous S, M Concentration, up to 1
minute
Choose any creature, object, or magical effect
within range. Any spell of 3rd level or lower on A glowing stick of incense or a crystal vial filled with
the target ends. For each spell of 4th level or phosphorescent material
higher on the target, make an ability check using
your spellcasting ability. The DC equals 10 + the You create a twisting pattern of colors that
spell's level. On a successful check, the spell weaves through the air inside a 30-foot cube
ends.
within range. The pattern appears for a moment
and vanishes. Each creature in the area who sees
At Higher Levels: When you cast this spell the pattern must make a Wisdom saving throw.
using a spell slot of 4th level or higher, you On a failed save, the creature becomes charmed
automatically end the effects of a spell on the for the duration. While charmed by this spell, the
target if the spell's level is equal to or less than creature is incapacitated and has a speed of 0.

the level of the spell slot you used. The spell ends for an affected creature if it takes
any damage or if someone else uses an action to
shake the creature out of its stupor.

Bard 3rd level Abjuration Bard 3rd level Illusion


MAJOR IMAGE [1/2] MAJOR IMAGE [2/2]
CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
A bit of fleece A bit of fleece
You create the image of an object, a creature, or some reveals it to be an illusion, because things can
other visible phenomenon that is no larger than a 20- pass through it. A creature that uses its action to
foot cube. The image appears at a spot that you can examine the image can determine that it is an
see within range and lasts for the duration. It seems illusion with a successful Intelligence
completely real, including sounds, smells, and (Investigation) check against your spell save DC.
temperature appropriate to the thing depicted. You If a creature discerns the illusion for what it is,
can't create sufficient heat or cold to cause damage, a the creature can see through the image, and its
sound loud enough to deal thunder damage or deafen other sensory qualities become faint to the
a creature, or a smell that might sicken a creature (like
a troglodyte's stench). creature.

As long as you are within range of the illusion, you can


use your action to cause the image to move to any At Higher Levels: When you cast this spell
other spot within range. As the image changes using a spell slot of 6th level or higher, the spell
location, you can alter its appearance so that its lasts until dispelled, without requiring your
movements appear natural for the image. For concentration.
example, if you create an image of a creature and
move it, you can alter the image so that it appears to
be walking. Similarly, you can cause the illusion to
make different sounds at different times, even making
it carry on a conversation, for example.

Physical interaction with the image

Bard 3rd level Illusion Bard 3rd level Illusion


SLOW
CASTING TIME RANGE
1 action 120 feet
COMPONENTS DURATION
V, S, M Concentration, up to 1
minute
a drop of molasses
You alter time around up to six creatures of your
choice in a 40-foot cube within range. Each target
must succeed on a Wisdom saving throw or be
affected by this spell for the duration.

An affected target's speed is halved, it takes a -2


penalty to AC and Dexterity saving throws, and it can't
use reactions. On its turn, it can use either an action or
a bonus action, not both. Regardless of the creature's
abilities or magic items, it can't make more than one
melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting


time of 1 action, roll a d20. On an 11 or higher, the
spell doesn't take effect until the creature's next turn,
and the creature must use its action on that turn to
complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another


Wisdom saving throw at the end of its turn. On a
successful save, the effect ends for it.

Bard (TCE) 3rd level Transmutation

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