Tasha’s Cauldron Of Everything: D&D’s Newest Expansion Adds A Tome Full Of Spells (Pt. 3)
Tasha’s Cauldron of Everything is well into its global release, and adventurers from parts all over have been itching to get their hands on a copy. WOTC’s newest expansion gifts players new subclasses, feats, spells, magic items, and more!
If you didn’t catch the second part of this series, it’s a great place to get started! The previous entry to this series covered the Dream of the Blue Veil and Green-Flame Blade spells. The article below will cover the Intellect Fortress and Lightning Lure spells.
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INTELLECT FORTRESS 3rd-level abjuration Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour
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For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
LIGHTNING LURE Evocation cantrip Casting Time: 1 action Range: Self (15-foot radius) Components: V Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take ld8 lightning damage if it is within 5 feet of you. This spell’s damage increases by ld8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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MIND SLIVER Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take ld6 psychic damage and subtract ld4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by ld6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
SPIRIT SHROUD 3rd-level necromancy Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals ld8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
If you like this content and would like to see more, it’s recommended to visit the Unearthed Arcana portion of the D&D website. As always, stay tuned for the next installment in the Spell series of Tasha’s Cauldron of Everything!