deliriumCrystal.png

Controlled Mutation

2nd level Contaminated Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a delerium fragment worth 100 gp)

Duration: Concentration, up to 1 hour

When you cast this spell, you gain 1 Contamination Level.

You weave contaminated energy to temporarily imbue a creature within range with a beneficial mutation. Choose one of the following effects; the target gains that effect until the spell ends.

Strength. The target has advantage on Strength attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level. If it does, its melee weapon attacks deal an additional 2d6 necrotic damage for the spell’s duration.

Constitution. The target has advantage on Constitution checks and saving throws. The target can choose to gain a Contamination Level. If it does, it gains resistance to bludgeoning, piercing, and slashing damage for the spell’s duration.

Dexterity. The target has advantage on Dexterity attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level. If it does, its attacks with ranged and finesse weapons score a critical hit on an 18–20 for the spell’s duration.

Intelligence. The target has advantage on Intelligence ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination Level. If it does, for the duration of this spell, while the target is concentrating on a spell it has cast, it’s concentration can’t be broken as a result of taking damage.

Wisdom. The target has advantage on Wisdom ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination Level. If it does, for the duration of this spell, it gains blindsight to a range of 60 feet and can’t be surprised while it is conscious.

Charisma. The target has advantage on Charisma ability checks and saving throws, as well as spell attack rolls. In addition, the target can choose to gain a Contamination Level. If it does, for the duration of this spell, when the target makes a Charisma (Persuasion) or Charisma (Deception) check, it can treat a d20 roll of 9 or lower as a 10.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional effect for every two slot levels above 2nd.