Majority World (5e Spell)

Target a number of creatures that you can see up to your spellcasting ability modifier. When you cast Majority World and at the start of your turn, you may select one of the following effects from both the Hostile and Friendly charts, provided you have at least one of each currently under the effects. The chosen effect affects all targets of the appropriate type until the start of your next turn. Hostile targets may make a Charisma saving throw to resist the effect for the round.

Majority World
9th-level Abjuration
Casting time: 1 action
Range: 60 feet
Components: V,S,M (A gem-encrusted golden apple worth at least 10,000gp)
Duration: Concentration, up to 10 minutes

Friendly Attack: Targets gain a bonus to their attack equal to your spellcasting modifier. Defense: Targets gain resistance to all damage, and immunity to critical hits. Damage: If a target would roll a damage die, they may choose to take the maximum damage instead. Healing: Targets regain HP equal to your spellcasting modifier at the start of their turn. Utility: Targets gain immunity to the Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, and Stunned conditions. Movement: Targets speed doubles, they ignore difficult terrain, and they gain a swim speed equal to their walking speed. Ability: Targets add your spellcasting modifier to their saving throws and ability checks.

Hostile Attack: Targets subtract a number equal to your spellcasting modifier when they make an attack. Defense: Targets gain resistance to a damage type if they were immune, take normal damage if they were resistant, and are vulnerable to damage they would previously take normally. Damage: If a target would roll a damage dice, it must take the minimum number possible. Healing: Targets cannot gain HP. Movement: Targets speed is halved and cannot be increased. Ability: Targets subtract your spellcasting modifier from saving throws and ability checks they make.




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