Powers of Dishonored in D&D: Corvo Attano

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It’s been a while since my first Dishonored spells post, so here is the next part of the series, presenting rules for all of Corvo’s powers!

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Bend Time

6th-level transmutation 
Casting Time: 1 action
Range: 30 feet
Components: S, V
Duration: *
You slow time to a crawl for a brief period. Time slows to a rate of half its normal rate for you, for 1 round, which you experience as twice that much time, allowing you to take two turns after your current turn. During this time, you have advantage on Dexterity saving throws, and do not provoke opportunity attacks.
At higher levels. When you cast this spell using a spell slot of 7th level or higher, the duration of your time stop is reduced to one round, but you stop time completely instead of slowing it. During this period of stopped time, other creatures cannot see you, and cannot take reactions or legendary actions during the turns you take during the period of stopped time. Attacks you make during this period deal damage when time resumes.

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Blink
1st-level conjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: S, V
Duration: Instantaneous

   

You are immediately moved directly to any unoccupied space on a surface within range. If the target location is not a flat surface, but one that you can climb onto, you immediately climb onto it. If you cannot climb onto the surface, you are moved directly to it and land in the nearest empty space. During this movement, you do not suffer disengaging strikes, but are still susceptible to damage from hazards in your way, such as spell effects or terrain.

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Dark Vision
1st-level illusion
Casting Time: 1 bonus action
Range: Self
Components: S, V
Duration: One minute, concentration
For the duration, you can see creatures through any obstacles blocking your view for a range of 30 feet. Creatures you can see while concentrating on this spell are seen as yellow silhouettes, while the rest of your field of view takes on an ochre brown coloration.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can also see the field of view of creatures within range, which appears as a yellow cone extending from a creature’s eyes in the direction in which it is looking. When you cast this spell using a spell slot of 3rd level or higher, you can also see the mechanisms of traps within range, which appear blue. At this level, the spell also reveals small objects of a value of 50gp or greater, which appear green.

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Devouring Swarm
3rd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: S, V
Duration: One minute, concentration

   

You summon a 10-foot radius rat swarm within range, which remains for the duration, then scatters. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. At the start of your turn, the rat swarm moves up to 30 feet so that it encompasses as many creatures that it can see as can fit within its area.

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Posession
4th-level enchantment
Casting Time:
1 action
Range: 80 feet
Components: S, V
Duration: A number of rounds equal to 5 minus the target’s Wisdom modifier.           You merge corporeally with a medium or smaller beast within range. The target must succeed on a Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body. For the duration, you can’t be targeted by any attack, spell, or other effect, and retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target’s statistics, but don’t gain access to the target’s knowledge, class features, or proficiencies. At the end of the duration, you reappear in an empty space directly behind the target. If the target was a tiny creature, it is reduced to zero hit points when the spell ends. If the target was a humanoid, or larger than tiny, it is stunned for one round when the spell ends. If the creature you are possessing is reduced to zero hit points, you are reduced to zero hit points, and if the creature you are possessing is killed, you also are killed, and do not end the possession.

   

At higher levels. When you cast this spell using a spell slot of 5th level or higher, you may also target humanoids.


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Windblast
3rd-level evocation
Casting Time: 1 action, or 1 reaction that you can take when a creature makes a ranged attack against you.
Range: 15-foot cone
Components: S, V
Duration: Instantaneous
   

All creatures within range must make a Strength saving throw. On a failed save, a creature takes 2d6 force damage and is pushed 30 feet away from you, landing prone. On a successful save the creature takes half as much damage and isn’t pushed. This spell deals double damage to structures. If this spell is cast as a reaction to a ranged attack, the attack misses you. You may then make a spell attack roll against the creature that made the attack. On a hit, the  creature suffers the normal damage of the projectile that was reflected.
   

At higher levels. When you cast this spell using a spell slot of 4th level or higher, creatures are a further 10 feet and damage increases by 1d6 for each slot level above 2nd.


Bend time was based on Time Stop (particularly as the reason for such a high casting cost), with the changing effects of the spell based on how the power differentiates when upgraded in game. Much like the Far Reach rules on my Emily spells list, Blink was based on Misty Step, but has clauses that make it weaker, as it actually moves the caster through space as opposed to acting as a teleport. Possession’s specific wording was based on the rules for Ghosts, as they have a similar effect, which only required expanding for use in  designing the Dishonored power.

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