Astrid, on the other hand, tries to heal the world. Conflicting ambitions, star-crossed lovers, and those who fear and hate magic combine in a terrible conflagration, pitting friend against friend, magic against magic, and the power of nations against a small band of zealots, with the fate of the world at stake. Blue Magic is a powerful story of private lives changed by earthshaking events that will ensnare readers in its poignant tale of a world touched by magic and plagued by its consequences.
While many of the native Waterdavians in the group, particularly Viego, were suspicious of actually finding the urban legend but the group quickly found the entrance to an alleyway that poured blue light out onto the streets of Waterdeep.
The party encountered a guest book bound in blue leather atop a glowing podium, about half of the names in the book had been neatly crossed out. Anyone who did not sign their name in the book was blocked by an invisible barrier, so all of the adventurers signed their names to proceed further.
Immediately after leaving the guest book, the adventurers encountered a mural depicting numerous adventurers falling victim to every conceivable form of trap.
Upon closer inspection, the party saw themselves in the mural as well. Tawdry and Suthra were depicted standing atop their instruments in a pool of fire and lava, Viego and Thrask were being accosted by shadowy figures creeping out from walls, Kados was being chased by a bull and Thrask and Eulena were being chased by small, purple creatures carrying all sticks and other small objects.
The party encountered a mysterious room that depicted vast, rolling plains of grass and a clear blue sky overhead despite the dark night sky hanging over the city of Waterdeep.
While the plains stretched for miles, the characters were not able to move further than ten feet in any direction from the entrance to the room.
After solving a puzzle involving two rune-carved cow skulls the party was able to summon a minotaur. Suthra was able to best it by casting tasha's hideous laughter and the party retrieved an ivory key from the minotaur's neck before leaving the room.
With the ivory key the party was able to open a door they had passed earlier, inside the room the walls were whitewashed and engraved with images of open chests with rows of teeth in them. There was an inscription on the wall reading:. To the party's surprise, the entire room was actually a mimic, rows of teeth appeared in the ceiling. The adventurers narrowly avoided the peril of the room. The group happened on a set of carpeted stairs, thanks to Kados' eyes the adventurers were able to avoid a section of the stairs that looked suspicious.
The adventurers came across a dais with a glittering gem resting on top of it. Floating above the dais was an ornate blade slowly spinning in place.
Inscribed around the edge of the dais were the words:. Eulena placed her hand upon the glittering gem and the blade sprung to life, attacking Eulena as if being held by an expert swordsman. A battle ensued and the life that flowed through the floating blade left as Eulena claimed it as her own. The party happened across what appeared to be a crossbow trapped that had been long ago triggered via a depressed pressure plate. Each creature in that area must make a Dexterity or Constitution saving throw per the learning action , taking 3d6 damage on a failed save, or half as much damage on a successful one.
The type of damage is the same as that dealt by the learning action. 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, if the learning action dealt the same number of dice of damage or more. Prerequisite: 1st level; learning target has an action that can charm creatures. You gain the charm person spell. Prerequisite: 1st level; learning target has a constrict or tentacle attack that can restrain Transmutation ; 1 action; S, V You briefly manifest a long snake-like tail or tentacle.
Make a melee weapon attack against a creature within 10 feet. On a hit you deal 2d8 bludgeoning damage and the target is grappled. Until the grapple ends, the target is restrained. Prerequisite: 1st level; learning target has natural armor.
Transmutation ; 1 action; S, V For 1 hour, your AC increases by 1 if you are wearing light armor or no armor. When you cast this spell using a spell slot of 3rd level, your AC increases by 2 if the learning target's AC was 16 or higher. When you cast this spell using a spell slot of 5th level, your AC increases by 3 if the learning target's AC was 18 or higher. Prerequisite: 1st level; target cast a 1st level spell no longer than 1 minute ago.
You gain the 1st level spell that the target cast. Prerequisite: 1st level; learning target has an action that has a line area of effect which deals damage. Transmutation ; 1 action; S, V You spray something in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 3d6 damage on a failed save, or half as much damage on a successful one.
In addition, the length of the line increases to 60 ft. Prerequisite: 1st level; learning target has the healing touch ability Evocation ; 1 action; V,S You release a blast of positive energy at a target within 5ft or yourself. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 per spell level. Prerequisite: 3rd level; learning target has the amphibious trait. Transmutation ; 1 action; S You can breathe in air and water for 8 hours.
Prerequisite: 3rd level; learning target has a special movement type barring flight Transmutation ; 1 action; S You gain the learned creatures movement type. This lasts for 1 hour. Prerequisite: 3rd level; learning target has a change shape action. Transmutation ; 1 action; S, V You reproduce the effect of the learning action. Lasts one hour. Prerequisite: 3rd level; learning target can hover You gain the levitate spell self only.
Prerequisite: 3rd level; learning target can teleport You gain the misty step spell. Prereuisite: 3rd level; learning target has the life sense ability You gain the life sense ability up to 1 mile. Prerequisite: 3rd level; learning target has a trait that grants it advantage with one or more skills. Transmutation ; 1 action; V, S For 8 hours, you gain the learning trait. Prerequisite: 3rd level; learning target cast a 2nd level spell no longer than 1 minute ago.
You gain the 2nd level spell that the target cast. Prerequisite: 3rd level; learning target has the spider climb. You gain the spider climb spell self only. Prerequisite: 3rd level; learning target has telepathy Transmutation ; 1 action; S For 1 hour, you can communicate telepathically with any creature you can see within feet of you.
You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Prerequisite: 6th level; learning target has blindsight Transmutation ; 1 action; S, V For 1 hour you have blindsight to 60 feet.
You are blind beyond this radius, but are immune to the blinded condition. You can end the effect early at the start of your turn. Prerequisite: 6th level; learning target has an action or trait that can make a creature frightened. Transmutation or Illusion ; 1 action; S, V If this was gained from a learning action, you reproduce the effect of the learning action, and this spell is an illusion.
If this was gained from a learning trait, you gain the effect of the trait for 1 minute, and this spell is a transmutation. Prerequisite: 6th level; learning target has a fly speed You gain the fly spell self only.
Prerequisite: 6th level; learning target has an attack Evocation or Transmutation 1 action V,S You copy the learned creatures attack, such as their special weapon attack, a specific natural attack, or a specific magic-like attack. You gain the ability to use that attack option for your level minutes. Prerequisite: 6th level; learning target has legendary resistance Transmutation ; 1 action; S, V Once during the next 8 hours, if you fail a saving throw, you can choose to succeed instead.
If you cast this spell using a spell slot of 4th level or higher, you can choose to succeed on an additional saving throw within the duration, providing the learning target had as many uses of legendary resistance. Prerequisite: 3rd level; learning target has above average stats Transmutation ; bonus action; S, V You can copy the strengths of the creatures you learn from.
When you use learning for this spell choose one stat from str, dex, con, wis, int, or char. You gain the difference between your stat and that creature's stat. As well as the effects of choosing that stat from Enhance Ability. Prerequisite: 6th level; learning target has magic resistance For 1 hour you have advantage on saving throws made against spells and other magical effects.
Prerequisite: 6th level; learning target has a resistance to acid, cold, fire, lightning or thunder You gain the protection from energy spell only the damage types listed above that the learning target has resistance to. When you learn this spell again from a creature with a different damage resistances, you add those resistance to the types available to you when you cast this spell. Prerequisite: 6th level; learning target has an action that halves a creature's movement or limits the actions it can take.
Transmutation ; 1 action; S, V When you cast this spell, you reproduce the effect of the learning action. Prerequisite: 6th level; learning target cast a 3rd level spell no longer than 1 minute ago.
You gain the 3rd level spell that the target cast. Prerequisite: 6th level; learning target has a weapon attack that allows it to regain hit points on a hit. Necromancy ; 1 action; S, V Make a melee weapon attack against a creature within 5 feet. On a hit, the target takes 1d6 piercing damage. In addition, the target takes an extra 3d6 necrotic damage and you regain the same amount of hit points. Prerequisite: 9th level; learning target cast a 4th level spell no longer than 1 minute ago.
You gain the 4st level spell that the target cast. Prerequisite: 9th level; learning target has the regeneration ability Transmutation ; 1 action; S,V You gain the ability to regenerate your body. This heals you 10 hp on each of your turns unless you take fire or acid damage then you dont regenerate for a turn. This Lasts for your level minutes. Prerequisite: 9th level; learning target has resistance to bludgeoning, piercing and slashing damage from nonmagical weapons that aren't adamantine.
You gain the stoneskin spell self only. Prerequisite: 12th level; learning target has incorporeal movement Transmutation ; 1 action; V,S For 1 minute you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Prerequisite: 12th level; learning target has a gaze Enchantment ; 1 action; S You reproduce the effect of the learning action, using your spell save DC.
Prerequisite: 12th level; learning target has an action that paralyze a creature. Transmutation ; 1 action; V, S You reproduce the effect of the learning action, using your spell save DC.
Prerequisite: 12th level; learning target cast a 5th level spell no longer than 1 minute ago. You gain the 5th level spell that the target cast. Prerequisite: 15th level; learning target has an action that can turn a creature to stone When you cast this spell, you reproduce the effect of the learning action.
Prerequisite: 15th level; learning target cast a 6st level spell no longer than 1 minute ago. You gain the the 6th level spell that the target cast.
Prerequisite: 15th level; learning target has a ray ability Evocation or Transmutation You copy a ray ability from the target. Prerequisite: 15th level; learning target has truesight. Divination ; 1 action; S, V You gain truesight to feet for 1 hour. Prerequisite: 18th level; learning target has an etherealness action or trait. You gain the etherealness spell self only. Prerequisite: 18th level; target cast a 1st level spell no longer than 1 minute ago.
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