Contradicting Spells
Chill Metal
2nd-level transmutation
- Casting Time 1 action
- Range 60 feet
- Components V, S, M (a piece of iron and an ice cube)
- Duration Concentration, up to 1 minute
- Classes: Artificer, Bard, Druid, Witch Knight
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to freeze to absolute zero. Any creature in physical contact with the object takes 2d8 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Dimensional Anchor
4th-level abjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Cleric, Rift Binder, Warlock, Wizard
A green ray springs from your outstretched hand. You must make a ranged attack attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. The target cannot teleport within the same plane or to another plane by any means. Any attempt to do so is wasted.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Harming Word
1st-level necromancy
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- Classes: Cleric
A creature of your choice that you can see within range must pass a Constitution saving throw or take 3d6 necrotic damage, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Mass Harming Word
3rd-level necromancy
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- Classes: Cleric
As you call out an utterance of decay, up to six creatures of your choice that you can see within range must pass a Constitution saving throw or take 3d6 necrotic damage, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Silence the Dead
3rd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bandage woven from cloth with an adhesive applied worth 100 GP, which the spell consumes)
- Duration: Instantaneous
- Classes: Bard, Cleric, Warlock, Wizard
You sever the ties between body and soul, preventing spells from extracting information from the body with spells of 3rd level or lower, such as speak with dead.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the level of spell required to extract information from the body higher than the level of the spell slot you used.
Zone of Lies
2nd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 10 minutes
- Classes: Bard, Cleric, Paladin
You create a magical zone that enforces disinformation in a 15-foot-radius sphere centered on a point of your choice within range that to all observers seems to be a zone of truth. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Wisdom saving throw.
On a failed save, a creature can't say anything it believes is true while in the radius. The creature does not realize that it was under the effects of this spell until the duration ends. A creature that fails it save by 5 or more is compelled to answer questions in a manner that would convey a narrative chosen by you at the time of casting.
You know whether each creature succeeds or fails on its saving throw.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.