Wyrding
D&D 2024 spell: Wyrding. Source: Fumble. level 4, school Transmutation, casting time Action, range Self, duration 1 minute 4th-level Transmutation In a fit of shakes and spasms, you take on a monstrous semi-humanoid shape unique to you and your magic. When you cast this spell, you gain 20 Temporary Hit Points. Describe your new form and choose one of the following benefits: Huge, molting feathers and a flying speed of 30 feet Squamous skin, the ability to breathe water, and a swimming speed of 60 feet Shaggy fur hide and an AC of 13 + your Wisdom modifier For the duration of the spell, you gain the chosen qualities and have Advantage on Strength and Constitution saving throws and ability checks. As a Bonus Action, you can make a melee spell attack against a creature within reach. On a hit, you deal 2d10 Acid damage. You can end the Wyrding early as an Action. If the spell doesn't end early, you become cursed until the curse is lifted by Remove Curse, Greater Restoration, or similar magic. While cursed in this way, you remain trapped in your Wyrding form, and you lose the ability to speak, read, write, understand language, or cast spells with Verbal components. Using a Higher-Level Spell Slot When you cast this spell using a level 5+ spell slot, the Temporary Hit Points it grants increase by 5 and the damage you deal with your melee spell attack increases by 1d10 for each spell level above 4. Witch Transmutation Action Self 1 minute