S.4. 4th Level Spells - JulTob/DnD GitHub Wiki
4th Level
Charm Monster
- Level: 4th-level
- School: Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
Description
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you.
Special Features
- No Restriction on Creature Type: Unlike the Charm Person spell, Charm Monster can affect any creature type, not just humanoids.
- Friendly Disposition: While charmed, the creature is friendly towards you, which can be useful for non-combat interactions or to avoid conflict.
- Ending the Effect: The effect ends if you or your allies harm the charmed creature, or if the duration (1 hour) expires.
Components:
- Verbal (V): The caster must speak an incantation to cast the spell.
- Somatic (S): The caster must perform a gesture to charm the target.
Saving Throw:
- Wisdom: The target must make a Wisdom saving throw to resist the spell. If the target is currently engaged in combat with you or your allies, it has advantage on the saving throw.
Practical Uses:
- Combat Avoidance: This spell is useful for avoiding combat with a powerful or dangerous creature.
- Gaining Allies: Temporarily charm a creature to gain its assistance or cooperation.
- Information Gathering: Use the charmed creature to gain information that it might not otherwise share.
Limitations:
- Duration: The charm only lasts for 1 hour, limiting its long-term effectiveness.
- Combat Restrictions: The spell is less effective in combat due to the target having advantage on its saving throw if you’re fighting it.
- One Creature: The spell can only affect one creature at a time, unlike Mass Suggestion or other area-effect enchantments.
Strategic Applications:
- Stealth Missions: Charm a guard or monster to bypass them without conflict.
- Interrogation: Use the spell to make an unwilling creature more cooperative during questioning.
- Escape: Charm a pursuer to make them lose interest in chasing you.
Elemental Bane
- Level: 4th-level
- School: Transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Description
Elemental Bane is a 4th-level transmutation spell that curses a creature to be more vulnerable to a specific type of elemental damage.
Effects:
- Target: One creature within range.
- Elemental Vulnerability: Choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be cursed.
- Additional Damage: The first time each turn that the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type.
- Damage Immunity Negated: If the target has resistance to the chosen damage type, the resistance is suppressed while the spell is active. If the target has immunity, it is treated as having resistance instead.
Components:
- Verbal (V): The caster must speak magical words to invoke the curse.
- Somatic (S): The caster must perform a specific gesture to channel the elemental bane.
Strategic Applications:
- Overcoming Resistances: Elemental Bane is particularly effective against creatures that are resistant or immune to certain elemental damage types, allowing casters and their allies to deal more consistent damage.
- Maximizing Damage: The extra 2d6 damage per turn can significantly increase the effectiveness of elemental spells or attacks, especially when used against high-value targets.
- Team Synergy: This spell works well in coordination with allies who can deal the chosen type of elemental damage, amplifying their damage output against the cursed target.
Limitations:
- Constitution Saving Throw: The target must fail a Constitution saving throw for the spell to take effect, which can be challenging against creatures with high Constitution scores.
- Concentration: The spell requires concentration, meaning the caster must maintain focus and can only concentrate on one spell at a time.
- Single Target: Elemental Bane only affects one creature, limiting its use in situations involving multiple enemies.
Notes:
- Elemental Bane is a strong spell for battles against specific types of creatures known for their elemental resistances or immunities, such as dragons or elementals.
- The spell's ability to negate elemental immunity is particularly valuable when facing creatures that are otherwise difficult to damage.
- Given its concentration requirement, it's important for the caster to avoid taking damage or being distracted to maintain the spell's effect.