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Unimplimented Spells
Some spells were at one point in development considered to be included in the game but ultimately were cut. The icons for them are present in the game files.
The following sections are recreations based on D&D 5th edition SRD.
Magic Jar
Magic Jar is a level 6 necromancy spell. It lets you posess a humanoid and control their body as your own.
Description
Your body falls into a catatonic state as your soul leaves it and enters the jar.
You can attempt to possess any humanoid that you can see within 100 feet of your jar. The target must make a Charisma saving throw. Upon success, this creature's soul is stuck in the jar and you have full control of their body.
Your game statistics are replaced by the statistics of the creature, though you retain your , , and scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.
Properties
- Details
- Range: Self
At higher levels
Casting this spell at a higher level grants no additional benefit.
How to learn
Classes:
- Class Level 11: Wizard
Notes
- This spell can only be cast outside of combat.
Dispel Magic
Dispel Magic is a level 3 abjuration spell. It lets you remove any magical effects from a creature or an object.
Description
Choose one creature, object, or magical effect within range. Any Level 3 spell or lower on the target ends. For each Level 4 spell or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Properties
- Details
- Range: m / 120 ft