In which, we cogitate upon new eldritch enchantments, some formulated to fight the mimic scourge and others inspired by them.
As mimics spread across the lands, hunting for Odlayo’s stolen unborn offspring, defenders of all sorts seek new methods of turning aside the shapechanging menace. Several new spells and incantations that appear during the struggle are detailed below.
Adhering Hands
3rd-level transmutation (bard, cleric, druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of sap mixed with cobweb)
Duration: Concentration, up to 1 hour
Until the spell ends, the hands and feet of one willing creature you touch becomes adhesive. The creature gains a climb speed equal to its walking speed and the ability to traverse vertical surfaces, including upside down along ceilings, as long as it uses both its hands and feet while moving.
The target also gains advantage on grappling checks and any checks to resist being disarmed or dislodged.
Detect Mimic
1st-level divination (bard, cleric, druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self (30 ft)
Components: V,S
Duration: Concentration, up to 10 Minutes
For the duration, you know if there is a monstrosity (shapechanger) within 30 feet of you, as well as where the creature is located. The spell can detect monstrosities regardless of what shape they assume.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disenthrallment Sphere
2nd-level abjuration (bard, cleric, druid, ranger, paladin)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a ball of feathers or dried grease)
Duration: Instantaneous
You channel the natural inclination of every living thing to be free and use it to aid your allies. Each creature in a 20-foot-radius sphere of a point you can see within range that is grappled, paralyzed, or restrained can immediately make a new saving throw or escape action, ending the effect on a successful saving throw or check.
At Higher Level. When you cast this spell using a spell slot of 3rd level or higher, targets can add a +1 to the saving throw or check for each slot level above 2nd (to a maximum of +5).
Object Form
2nd-level transmutation (bard, druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a fragment of mimic flesh)
Duration: Concentration, up to 1 hour
You transform a willing target into the shape of a chest or another ordinary metal or wooden object that can fit into a 5-foot space. The spell ends if the target drops to 0 hit points or if the target wills the spell to end.
The target is considered a shapechanger for the duration. Their statistics are the same in each form, and their gear melds into the new form. The target can’t attack, cast spells, speak, or use, wield, or otherwise benefit from any of their equipment while in the new form.
While transformed, the target gains the False Appearance trait, and while they remain motionless, they are indistinguishable from an ordinary object.
Power Word Revert
5th-level enchantment (bard, cleric, druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lapis lazuli worth 250 gp)
Duration: Instantaneous
When you shout this word of power, creatures within 20 feet of a point you specify are compelled to return to their true shapes. If a target has 60 hit points or more, it can make a Wisdom saving throw, ignoring the command on a successful saving throw.
Creatures immune to being charmed are also immune to this spell.
Wall of Pseudopods
2nd-level conjuration (bard, druid, ranger, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a sample from a slime or ooze)
Duration: Concentration, up to 1 minute
You create a wall of adhesive pseudopods on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature is restrained by the pseudopods until the spell ends. A creature entering the wall, or ending its turn there, must also succeed on the same saving throw or be restrained.
A creature restrained by the pseudopods can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, targets that begin their turn already restrained by the pseudopods take 3 (1d6) acid damage. This damage increases by 1d6 for each spell slot level above 3rd.
___
When we return, our investigations shall delve into the magical items and mundane equipment designed to combat, or perhaps aid, the Mimic Moon!
There’s some really interesting spells there!
Added to the Blog Database.
https://jonbupp.wordpress.com/blog-database/for-players/spells-and-magic/