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Conjoinment

Class(es)
Casting Time
Range
Target
Two objects of Large size or smaller
Components:
a ruby or amethyst for simple or inverse conjoinment respectively
Duration:
Concentration ( 1 hour )
Saving Throw
Dexterity negates (special)

You bind the motions of two objects together such that the motion of one influences the other, regardless of the distance. If an object being targeted by this spell is being worn or carried, the bearer of the object makes the saving throw. If you attempt to cast this spell on an object that is already conjoined to another object, the spell fails.

When you cast this spell, choose one of the following options:

Simple Conjoinment. While the connection between the two objects is active, moving one of the objects will cause the other to move in the same direction. E.g. rotating one object clockwise causes the other object to rotate clockwise, writing with two conjoined pens causes both to replicate the same writing, and each object becomes as heavy as the combined weight of both objects.
Inverse Conjoinment. While the connection between the two objects is active, moving one of the objects will cause the other to move in the opposite direction. E.g. rotating one object clockwise causes the other object to rotate counter-clockwise. If an object that is heavier than its conjoined counterpart is dropped, its counterpart will ascend into the air, stopping when the heavier object hits the ground. If an object lighter than its conjoined counterpart is dropped while its counterpart is on the ground, it will levitate in place.

When you cast this spell, you may choose to immediately activate the connection. Otherwise, you may later use a bonus action to activate or deactivate the connection at any time while you maintain concentration on the spell and are touching one of the conjoined objects. Connected objects do not share damage, and if either object takes damage, the connection between the objects is broken. Moving one object requires the same amount of force as would be required to move both objects. Attacks using conjoined weapons and checks using conjoined tools are made at disadvantage.

Cast at Higher Levels

When using a 2nd-level spell slot, the duration is concentration, up to 8 hours. When using a 3rd-level spell slot, the duration is concentration, up to 24 hours. When using a 4th-level spell slot, the duration is 7 days. When using a 5th-level spell slot, the connection lasts until it is dispelled. Any use of a 4th-level or higher spell slot grants a duration that doesn’t require concentration.

Rare Versions

Malachai’s Partial Conjoinment. When you cast this spell, you may specify one or more kinds of movement that are not influenced by the conjoinment of the objects, such as vertical or rotational movement.