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<blockquote data-quote="doctorbadwolf" data-source="post: 7949306" data-attributes="member: 6704184"><p><strong>Maze Arcane </strong>(working name)</p><p>Level 4 Abjuration</p><p></p><p><strong>Casting Time: </strong>Action</p><p><strong>Duration: </strong>10 minutes (concentration)</p><p><strong>Components: </strong>S,M</p><p><strong>Target: </strong>Self</p><p></p><p></p><p>You place a silver torc on the ground at your feet as you complete the incantation. The torc floats inches above the ground, and spins clockwise until the aperture is pointed north. As the torc splits into 4 parts, it grows into ethereal circles surrounding you, and each circle's opening faces a different compass point, creating a deceptively simple circular maze in the air.</p><p></p><p>For the duration of the spell, you and your allies are protected by an ethereal maze of arcane energy. The maze is a 10-foot-radius, 20-foot-tall cylinder, centered on a space you choose within range, and creates the following effects while the spell is active. You designate any number of creatures, types of creatures, or an identifier or pass-phrase a creature can speak, which determines who is protected by the maze.</p><p></p><p>You and such designated creatures gain 2d6+3 temporary hit points if they are within the maze when the spell is cast, or the first time they enter the maze during the spell's duration. </p><p></p><p>While the spell is active, you can use the following actions. Each time you do, the maze re-calibrates itself, each circle spinning in place, it's aperture facing a different cardinal direction, though no two openings ever face the same direction.</p><p></p><ul> <li data-xf-list-type="ul">You can use your reaction, when any creature or object within the maze is the target of a spell or magical ability that requires an attack roll or saving throw, to try to trap the mind of interlopers in the maze. The triggering creature, as well as any creature who targets a creature or object within the maze with a spell or magical ability before the start of your next turn, must succeed on a Wisdom saving throw or be blinded. A blinded creature makes an additional save at the end of their turns, ending the effect on a success.</li> <li data-xf-list-type="ul">You can use your reaction, when any creature within the maze takes acid, cold, fire, thunder, lightning, or force damage, to grant all creatures within the maze resistance to that damage type until the end of the current turn. Then, all designated creatures within the maze gain 1d6+3 temporary hit points.</li> <li data-xf-list-type="ul">You can use your action to target all creatures within 60ft of you that are blinded by the maze. Each target must succeed on a Wisdom saving throw. If they fail, they become incapacitated. They continue to make wisdom saving throws at the end of their turns, ending all conditions from this spell on a success.</li> </ul><p><em><strong>At higher levels.</strong></em> When you cast this spell at 5th level or higher, the temporary hit point values increase by 1d6+1, and the radius and height of the maze increase by 5 ft, for each spell level above 4th.</p><p></p><p></p><p></p><p>Edit: updoot.</p><p></p><p>Have fun!</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7949306, member: 6704184"] [B]Maze Arcane [/B](working name) Level 4 Abjuration [B]Casting Time: [/B]Action [B]Duration: [/B]10 minutes (concentration) [B]Components: [/B]S,M [B]Target: [/B]Self You place a silver torc on the ground at your feet as you complete the incantation. The torc floats inches above the ground, and spins clockwise until the aperture is pointed north. As the torc splits into 4 parts, it grows into ethereal circles surrounding you, and each circle's opening faces a different compass point, creating a deceptively simple circular maze in the air. For the duration of the spell, you and your allies are protected by an ethereal maze of arcane energy. The maze is a 10-foot-radius, 20-foot-tall cylinder, centered on a space you choose within range, and creates the following effects while the spell is active. You designate any number of creatures, types of creatures, or an identifier or pass-phrase a creature can speak, which determines who is protected by the maze. You and such designated creatures gain 2d6+3 temporary hit points if they are within the maze when the spell is cast, or the first time they enter the maze during the spell's duration. While the spell is active, you can use the following actions. Each time you do, the maze re-calibrates itself, each circle spinning in place, it's aperture facing a different cardinal direction, though no two openings ever face the same direction. [LIST] [*]You can use your reaction, when any creature or object within the maze is the target of a spell or magical ability that requires an attack roll or saving throw, to try to trap the mind of interlopers in the maze. The triggering creature, as well as any creature who targets a creature or object within the maze with a spell or magical ability before the start of your next turn, must succeed on a Wisdom saving throw or be blinded. A blinded creature makes an additional save at the end of their turns, ending the effect on a success. [*]You can use your reaction, when any creature within the maze takes acid, cold, fire, thunder, lightning, or force damage, to grant all creatures within the maze resistance to that damage type until the end of the current turn. Then, all designated creatures within the maze gain 1d6+3 temporary hit points. [*]You can use your action to target all creatures within 60ft of you that are blinded by the maze. Each target must succeed on a Wisdom saving throw. If they fail, they become incapacitated. They continue to make wisdom saving throws at the end of their turns, ending all conditions from this spell on a success. [/LIST] [I][B]At higher levels.[/B][/I] When you cast this spell at 5th level or higher, the temporary hit point values increase by 1d6+1, and the radius and height of the maze increase by 5 ft, for each spell level above 4th. Edit: updoot. Have fun! [/QUOTE]
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