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Twisted Magic Field (5e Spell)

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Author: TK-Squared (talk)
Date Created: 2019-04-24
Status: Alpha
Editing: Clarity edits only please
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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. You automatically fail your saving throw against the effects of this spell.

When a creature enters the spell's area for the first time, it can make a Charisma saving throw. A creature needs to make only one saving throw against this spell, and is affected or immune to the spell regardless of whether they exit and enter its area again. Creatures can fail the saving throw voluntarily.

If a creature fails their saving throw, the following effects affect them, depending on whether you chose to Heighten or Dampen the spell, which you decide upon casting this spell.

  • Heighten. Creatures within the area of the spell who have failed their saving throw gain the following effects:
    • Whenever a creature casts a spell, the following effects occur in addition:
      • When the caster rolls damage or healing for the spell, they may reroll a number of the damage or healing dice up to your spellcasting modifier (minimum of one). They must use the new rolls.
      • If the spell involves a spell attack, it is made at advantage.
      • 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 touch, the range of the spell is 30 feet. If the spell has a range of 5 feet or greater, the range of the spell is doubled.
    • Creatures within the area who are affected by this spell have disadvantage on saving throws to resist the effects of spells.
    • Spell attacks targeting creatures within the area are made at advantage.
    • Whenever a spell that deals damage or heals is cast into the area of this spell, the caster may reroll a number of damage or healing dice up to your spellcasting modifier (minimum of one). They must use the new rolls.
  • Dampen. Creatures within the area of the spell who have failed their saving throw gain the following effects:
    • Whenever a creature within the area who is affected by this spell casts a spell, the following effects occur in addition:
      • When the caster rolls damage or healing for the spell, they must reroll a number of the highest damage or healing dice up to your spellcasting modifier (minimum of one). They must use the new rolls.
      • If the spell involves a spell attack, it is made at disadvantage.
      • 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.
    • Creatures within the area who are affected by this spell have advantage on saving throws to resist the effects of spells.
    • Whenever a spell that deals damage or heals is cast into the area of this spell, the caster must reroll a number of the highest damage or healing dice up to your spellcasting modifier (minimum of one). They must use the new rolls.

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).




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