New Spell Proposal Thread

Post/Author/DateTimePost
#1

shintashi

Aug 08, 2015 18:14:44

So I'm sure there's others, but I thought we could really use some new spells.

 

Here's one for the Alteration specialists.

 

Polymorph Object

9th-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Concentration, up to 1 hour

 

Vanilla Low Fat Icecream Version (Low Magic Campaign)

Choose one nonmagical object that you can see within range. You transform the object into a different object (the object must neither be worn nor carried by another creature). The transformation lasts for the duration of concentration. If you concentrate on this spell for the full duration, the transformation becomes permanent. Statistics for the old object become those of the new object for the duration. After the spell ends and it returns to its normal form the statistics return to the previous form, unless the transformation is permanent. The new object may be of equal or less rarity or value than the previous object, or you may improve upon the old.

 

Chocolate Fudge Enhanced (Standard Campaign)

If you improve the object, you can transform the old into a new object of up to 25,000 gp in value as long as the new object isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. For example a grove of trees could be turned into a hunting lodge. Alternatively, you can create an object from thin air anywhere within range whose value does not exceed 25,000 gp in value and does not exceed 50,000 lbs in weight, which may begin tumbling, rolling, or descending as normal gravity applies. For example, you could form a metal sphere or stone boulder that fits within a 5ft cube, you could create a cloud burst, several feet of snow, or something more hostile such as acid rain or lava. In each case, the DM should arbitrate the lethality of any improvised terrain attacks created by this spell. Falling boulders and Lava (an area of 10 total 5x5ft squares 1ft deep) typify a high level setback (10d10 damage) while other terrain features, such as a flash flood or blizzard (an area of 50 total 5x5x1ft deep squares, or several feet deep in a smaller area) would have different risks.

 

With Whip Cream and a Cherry on Top (High Magic Campaign)

If the DM allows this spell to target magic items, they may be transformed into other magical items, but are resistant and receive a saving throw (DC 8 + Mod): Common +2, Uncommon +4, Rare +6, Very Rare +8, Legendary +10. For example, a +1 Scimitar May be Transformed into a +1 Rapier. DM's may rule that forcibly transforming a magical item into something drastically different may cause it to lose its magic or even destroy it completely. If this is the case the wizard may be required to make a saving throw themselves against a DC equal to 8+ the target's saving throw bonus, with failure indicating the magic item has lost its magic. If the item and the wizard both fail, it is destroyed. Critical failure on either roll results in a catastrophic explosion inflicting 1d6 for every point the save was failed by, to a radius equal to twice the item's saving throw modifier.

 

----

 

The above spell was designed to reflect that True Polymorph has a Creature to Creature, an Object to Creature, and a Creature to Object, but no object to object version. The balance notes were based loosely on one of the options for Wish. I intentionally left the definition of the material component open to interpretation. In my campaign, I might require a Diamond or similar crystal cut into the shape of a Prism, or the destruction of a Transmuter's Philosopher stone (which can be yours or possessed by someone else). This spell is also vaguely similar to Mordenkainen's Disjunction. It comes in three levels of play, so you can decide how to balance it, ranging from basic to broken.

#2

BRJN

Aug 08, 2015 20:28:09

Summon Fiend.

 

Of course you can just substitute "Fiend" for "Celestial" for the simple version, but I want something more flexible.

In order to get an Empire of Narfell setting for Rage of Demons, I need NPCs who can summon everything from CR 0 (a soul-larva?) to - with a LOT of preparation beforehand - CR20* Demogorgon / Orcus / Eltab / &c.

I also need the ways to Banish same.

 

* = or whatever it turns out to be

#3

cowleymen

Aug 09, 2015 23:37:57

BRJN wrote:
#4

Mechatarrasque

Aug 10, 2015 7:10:25

I figure Conjure Elemental is a better base spell for Conjure Fiend than Conjure Celestial.  For one thing Conjure Celestial has a hard limit of CR 5, and Conjure Elemental has a limit of CR 9 (if you spend a 9th level slot on it),  Although we have a derth of CR 8 and CR 9 elementals to call, fiends are well represented.  Secondly, celestials don't attack you if you lose concentration, and it seems like fiends would (like the Conjure Elemental spell).

 

I would point out that there is no CR limit on Planar Ally (as long as you have the gp's), and that you can get a fiend from it.  Admittedly that doesn't do much for wizards, just clerics and bards (via Magic Secrets).  

#5

shintashi

Aug 10, 2015 9:29:10

Gate is too level swingy and in exchange for being able to summon any CR 1-30 from any plane of existence, you have like no control over the summoned creature. I think people would probably like A Summoning Spell with a CR cap of a specific class of creatures (celestial, fey, aberration, dragon, fiend, etc.) equal to their level. So it would probably be a fun way of saying Greater ___ Summoning.

 

Greater Dragon Summoning

9th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (crushed gems of corrosponding color to the dragon worth at least 5000 gp, which the spell consumes)
Duration: Concentration, up to 1 hour You summon a dragon with a challenge rating equal to your level or lower. The dragon can not be a variant version of it's of it's natural form or undead (i.e., Shadow Dragon, Dracolich) and you must have seen this type of dragon at least once. The dragon appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends. The dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the Dragon doesn’t disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the dragon’s statistics.

 

For Comparison, here's a lower level version:

 

Conjure/Summon Dragon
7th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a dragon of challenge rating 7 or lower, The dragon appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends.
The dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the Dragon doesn’t disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the dragon’s statistics.

 At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.

 

and a really low level one...

 

Conjure/Summon Hatchling

5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon a Wyrmling Dragon or Faerie Dragon of challenge rating 3 or lower, The dragon appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends The dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the Dragon doesn’t disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the dragon’s statistics.

 

 

You'll Note the key difference between The Greater Summoning spell and the lesser summoning is the consummable component. In all likelihood, it is the dragon that is actually "consuming" the component by stashing it in their hoard. Each DM is going to have their own interpretation on whether an expensive component is consumed, and it is, whether it is consumed by the magic, or consummed by the creature summoned by it, as payment. That's more of a roleplaying aspect, as from the perspective of the Wizard, it is expensive to summon powerful things, and that's what matters.

 

 

You can replicate my Dragon Summon spell to work on Aberrations and greater elementals, powerful Fey like Ghaele or Tulani, and Fiends like Mariliths and Ice Devils. You could probably also use it to summon Planetars, although since no wizard is over 20th level, creatures with a 21+ CR (most ancient dragons, solars, pit fiends, etc. are too difficult and demand Gate spells and no control).

 

Here's an Aberration version you might use for Summoning Beholders and Aboleth.

 

Conjure Greater Aberration/Horror

9th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (Black Pearls of worth at least 1500 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
You summon an aberration such as a beholder with a challenge rating equal to your level or lower. The aberration can not be undead (i.e., Death Tyrant) and you must have seen or had nightmares about this type of aberration at least once. The aberration appears in an unoccupied space that you can see within range. The aberration disappears when it drops to 0 hit points or when the spell ends.
The aberration is ambivilant to you and your companions for the duration. Roll initiative for the aberration, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they closely match its alignment and goals. If you don’t issue any commands to the aberration it likes, it defends itself from other creatures and takes hostile actions to those other than you and your companions. If your concentration is broken, the aberration doesn’t disappear. Instead, it becomes hostile toward you and your companions, and it might attack. An uncontrolled aberration can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the aberration’s statistics.

 

 

 

You might have noticed I tweaked this one to use a less expensive, but somewhat rare black (tahitian) pearl, a precious object associated with the sea and the things that dwell beneath. While the cost of the summons went down, you'll probably notice "friendly" went to ambivalent - you really need to be careful casting this spell, and it shows. It still provides more options than Gate, but it can go badly.

 

 

In review, Conjure Greater Horror would be a Warlock and Wizard spell, while Summon Greater Dragon would be a Wizard and Sorcerer spell. As to Clerics and Bards, I think it could go either way.Obviously, a Greater Elemental spell would be accessible to Druids and Wizards, and a Greater Celestial spell accessible to Clerics. A Greater Fiend spell would be accessible to evil clerics.

 

Making these high level spells into rituals would have to have some kind of rule that allows you to take the time aspects of ritual perhaps to increase the CR of the thing you summon, but likley also increase cost. so let's say Demogorgon was CR 30, and you were level 18. Perhaps you would have to spend +1 hour for every CR in a ritual to summon them, and be charged +1500-5000 gp in material components for each CR over your level, which is like x12, or +up to 60,000 gp. Likewise, horrible beings summoned in this way would automatically be out of your control, and probably not disappear at the end of the hour. The hour you get might be your "grace period" to run away and get your "wishes fulfilled", and after the hour is up, they wreak havoc on your world. Grats.

#6

shintashi

Aug 10, 2015 22:11:23

Far Flight

6th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a feather from a long distance flyer such as an Arctic Tern)
Duration: Concentration, up to 8 hours
This spell was designed by a wizard who wanted to be able to follow the seasonal paths of birds flying from one part of the world to another. You can target youself or touch a willing creature. The target gains a flying speed of 120 feet for the duration. While traveling in a straight line, and outside of combat, the target may use their dash action to double their total flight speed to 240 feet, covering over 200 miles in 8 hours. If you cease maintaining concentration, you cease moving forward, but hover in place rather than falling, and may resume concentration to continue moving. If you fall unconscious or the spell expires while you are still in the air, you begin descending to the ground as if under the effects of a feather fall spell for up to 1 minute. It is possible for high level spell casters to recast this spell while hovering before the duration expires, chaining the flight for long distances.

 At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target’s base flight speed increases by an additional 10ft for each slot level above 6th.

 

Notes: I wrote this spell because while the Fly spell works fine for what it does especially in combat, it is incapable of providing a character with ranges greater than 2 miles, which means natural borders like large rivers and lakes or mountains may be impossible to cross with a regular Fly spell. The Amazon for example can reach widths larger than 6 miles. Geneva lake (the lake near GenCon) is between 2 and 8 miles wide in most places. This spell allows a character to traverse large lakes and seas. I thought of adding a notion to the hovering effect, that during calm weather you could rest, imagining the spell caster trying to cross oceans. I wasn't certain how that would go over with Balance, so I left that out, although the spell was intended to be continually recast to cross seas. The spell is also useful if your characters need to keep up with flying creatures outside of combat on long journeys.

 

#7

Geoarrge

Aug 11, 2015 14:47:38

Temporal Exile
9th-level evocation

Casting time: 1 action
Range: 60 feet
Components: V, S, M (an hourglass or pocket watch worth at least 2,000 gp)
Duration: Concentration, up to 1 minute

 

You attempt to send one creature you can see within range to the Temporal Energy Plane. The target must succeed on a Charisma saving throw or be transported.  If you maintain the spell for a full minute, the target does not return at the end of the duration, and is cast out of time.  If the target is able to return from the Temporal Energy Plane, it gains the time-lost template.

 

While on the Temporal Energy Plane, the target takes 1d6 force damage per round, but has a 1-in-20 chance per minute of encountering a vortex.  A creature caught in a vortex takes 1d12 force damage per round for 1d10 rounds, and must make a DC 20 Constitution saving throw. On a successful save, the creature is able to brave the winds and reach the center of the vortex, which can contain (d20): nothing (1), a portal to a random plane (2-13), or a time-looped demiplane (14-20). On a failed save, the creature is thrown back and must find another vortex.

 

Time flows erratically on the Temporal Energy Plane; use the following table to determine how much time passes on the Material Plane in relation to the target's time on the Temporal Energy Plane. 

d20    Material Plane time     Temporal Energy Plane time
1-2    1 day                   1 round
3-8    1 day                   1 hour
9-12   1 day                   1 day
13-18  1 hour                  1 day
19-20  1 round                 1 day

 

 (Based on an adaptation of the Temporal Energy Plane from the 3E Manual of the Planes)

 

Time-lost (Creature template)
A time-lost creature is a creature that has somehow become separated from the normal flow of time. One might have been subjected to powerful magic, or caught in a time loop.  In rare cases, the creature may have traveled from the future.

Fateless. A time-lost creature is not recognized to exist by any divination magic attempting to read the future, nor can any luck-based powers affect any interactions with a time-lost creature. An augury asking a question directly about the creature will give no answer, while indirect questions may actually give false information, ignoring whatever influence the creature would have on the answer. Foresight grants no advantage in combat against a time-lost creature, nor does it suffer disadvantage against an opponent under the effects of foresight. Other divination effects, including scry, work normally upon the creature.
Temporal Invulnerability. A time-lost creature is not affected by any spells affecting the flow of time. Haste and slow have no effect on the creature, and it can even act normally during a time stop.
Forgettable.  Characters who do not have ongoing direct business with the time-lost creature must pass a DC 15 Intelligence saving throw to retain any memory of that creature 24 hours after an encounter.  Also, any tracks, marks, or documents made by the time-lost creature have a 50% chance of mysteriously vanishing after 24 hours. 
How to cure. Generally, only a wish can restore a time-lost creature to normal.  

 

(Reply to #7)

shintashi

I like the time effect, Chronomancer spells are pretty cool!

 

edit: i just realized you can make characters similar to Adam Warlock with that Time spell.

#9

shintashi

Aug 12, 2015 10:59:18

Mnemonic Proxy

5th-level conjuration (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a time keeping device worth at least 250 gp which the spell consumes)
Duration: Instantaneous
This spell creates an invisible, shapeless mental force that performs the proxy service of concentration for a single spell you have cast. If you have not cast a concentration spell, the time piece - such as an hour glass, water clock, or gold pocket watch shimmers briefly, and waits, but does not vanish until you cast a compatible concentration spell that consumes the time component. Compatible spells are those which create a transformation in the mode of movement, or have an instanteous effect with a duration, or if it can be cast on someone other than yourself and the other person has control over the effect while you have to maintain concentration, then it fits in the instantaneous/mode of movement transformation. Sample spells that fit the requirements for this spell include, but are not limited to: Antimagic Field, Banishment, Cloud of Daggers, Darkness, and Enlarge. Spells which can NOT be maintained through Mnemonic Proxy in this way include those spells which Summon or Charm other creatures, or have a dynamic element from turn to turn that change the parameters of the effect, or spells which actively control the environment such as Control Weather. A Mnemonic Proxy maintains concentration on your spell until the full duration of that spell. For example, Darkness would have a fixed duration of 10 minutes. If the target spell is actually a racial or psionic ability, you must make a wisdom saving throw DC 13 or suffer 1d12 Psychic Damage and be confused, losing your Reaction for the duration of the proxy spell. 

 

 

 

so that's the lesser of the two concentration proxy spells, and here's the greater:

 

Awakened Proxy

7th-level conjuration (ritual)

Casting Time: 1 action
Range: Self
Components: V, S, M (an ornate time piece worth at least 2500 gp which the spell consumes)
Duration: Instantaneous
This spell creates an invisible, shapeless sentient force that performs the proxy service of concentration for a single spell you have cast. If you have not cast a concentration spell, the time piece - such as an hour glass full of crushed agate, a gem studded water clock, or diamond studded pocket watch shimmers briefly, and waits, but does not vanish until you cast a concentration spell that consumes the time component. All concentration spells from Mnemonic Proxy are compatible. In addition, the Awakened Proxy has an Intelligence of 10, rolls separately for initiative as if a friendly summoned creature, is controlled by the DM, and can maintain a new category of spells, including those spells which Summon or Charm other creatures, or have a dynamic element from turn to turn that change the parameters of the effect, or spells which actively control the environment. Sample spells include Animate Object, Bigby's Hand, Conjure Elemental, Control Weather, Dominate Beast, and Flaming Sphere. An Awakened Proxy maintains concentration on your spell until the full duration of that spell, and makes changes to the spell effects or targets that are sympathetic to your goals through an empathic bond. For example, Control Weather would have a fixed duration of 8 hours and adapt to your tactical needs, within the limits of 10 intelligence. If the target spell is actually a racial or psionic ability, you must make a wisdom saving throw DC 15 or suffer 6d6 Psychic Damage and be rendered insane for the duration of the proxy spell, as if you had cast Contact Other Plane.

 

 

Awakened Proxy is mechanically balanced around a limited version of Simulacrum. Both Proxy spells are expensive. In theory, you could cast multiple proxy spells.

 

 

Greater Proxy Seal

9th-level Abjuration (ritual)

Casting Time: 1 action
Range: 10ft Radius
Components: V, S, M (powdered diamond worth at least 5000 gp which the spell consumes)
Duration: Instantaneous, up to 24 hours
This spell creates an immobile, visible, glowing magical circle on the ground radiating from the caster to a 10ft radius. The color balance changes in hue according to the schools (like Necromancy or Evocation) and kind of magic (like Nature or Healing) contained within. Ranging from crackling black smoke, to rich blood embers or hazy golden light. Written in magical language and symbols within the empty spaces between the zig zagging lines are the names of up to 5 spells, cast in sequence after the circle appears. The circle remains dormant and dim until the first spell is cast, a translucent white. If no concentration spell is added to the Seal, it fades away after 24 hours. Once the first spell with concentration is cast, magical writing etches in glowing letters the name and shapes associated with the first spell (which can be deciphered through Read Magic) and the entire Seal flares up to a bright visible color of light corrosponding to the nature of the first spell.In addition to the appearance of the identifying symbols and color, along the rim for 72 degrees of the circle, a small series of segments appear, symbolizing the duration of the spell. Each additional Concentration spell locks in place with a corrosponding flare of light, any change in color balance, and additional timer segments. The Proxy Seal vanishes if all five slots are filled and then wind down to 0, or when 24 hours pass, whichever comes first. While the caster is within contact of the seal, or within 10 feet of elevation above or below it, they may gain the benefits of Mnemonic Proxy or Awakened Proxy for up to 5 spells etched within the Seal, i.e., the seal maintains the concentration of those spells for the caster, to their benefit. If the spells are of the Controlling/Charming/Dynamic type that require sentience, the flash of light and glowing color is accompanied by eldritch whispers with tones similar in nature to the color, which can be beautiful, intimidating, or frighening, and may give away the nature of the spells in effect at the DM's discretion. Each Awakened Proxy effect has it's own whispers, and filling in all five segments of the circle would lead to a cacophony or chorus, depending on how different or similar the schools of magic in effect. When interacting with an Antimagic Field, the Seal gets an Intelligence Save to resist being effected, using the Caster's Saving throw total, additionally, each Awakened Proxy effect gets their own saving throw at +6 to retain their functions independently. When the Antimagic Field leaves the area, the five portions of the Seal flicker back on one by one as if nothing happened. A Rod of Cancellation can expend 1 charge to negate the Seal, unless one or more of the effects is an Awakened Proxy effect. It requires 1 additional charge for each Awakened effect, to a total maximum possible of 6 charges. Dispel Magic has no effect on a Greater Proxy Seal.

 

Thoughts on this version of Proxy:

It is relatively powerful but immobile, and is balanced against Prismatic Sphere. It's tactical use is limited because it takes up to 6 rounds to set up and does not move with the caster. When loaded with one or more spells other than necromantic magic, it likely exudes enough light to act like a lantern and provide visibility in places like caves. Colors mix normally, Yellow and Blue make green, mix several colors to make white, add lots of necromancy to mute them. I suppose this spell would make a good Disco. :D

#10

Tempest_Stormwind

Aug 11, 2015 15:45:25

And as a followup to those proxy spells, these are inspired by monkeying around with the Concentration mechanic. I brought up the idea while defending concentration in another thread, pointing out that, say, paladin smite spells force you to look at it as more than a "only one spell at a time" system, and wrote these to show a few other examples of how to do it.

 

Note: I can do fluff-driven spells too, but these are inspired by my desire to monkey with an existing mechanic with which we've barely scratched the surface. There are some spells in this thread - obviously the two proxy spells, but also Shintashi's Far Flight spell (which doesn't "end" when concentration is disrupted, but only functions while you're concentrating on it - I had a similar idea for a spell a while ago but since that idea's already in use here, I'll leave it out) - that start to tap in this direction... but I think we can be more ambitious.

 

Because these are meant to show off how these interact, they're obviously combat spells (although the latter two are more utilty-driven), since those make nice textbook illustrations of the ideas.

 

Kinetic Shield

2nd level evocation

Casting time: 1 action

Range: Self

Components: V,S,M (a piece of gum arabic)

Duration: Concentration, up to 5 minutes

This spell creates a field of force around you that responds to forceful attacks with an unequal and opposite reaction. Ranged weapon attacks against you have disadvantage, and attackers who hit you with a melee weapon attack take 5 force damage for each successful hit.

If this spell ends because of a failed concentration save against damage, the remaining kinetic energy erupts in a blast of concussive force. All hostile creatures within 10 feet of you are pushed back 10 feet and must make a Strength saving throw or be knocked prone.

 

The paladin smites show that you can use the disruption that casting a concentration spell causes as an opportunity cost with interesting tactical effects. This spell, inspired by Armor of Agathys, does the same - but instead of it being the disruptive spell, it becomes an effect that you might want to disrupt. The defensive benefit is good (it's intended to be a mix between Blur and a weaker Fire Shield), but it also works as a bomb you can set off - but not deliberately. Naturally, I see this as being an eldritch knight favorite, but there, the concentration save proficiency is actually a potential drawback. I do see this spell as deserving an At Higher Levels entry, but I'm not quite sure on how to scale it.

 

Mana Blast

3rd level evocation

Casting time: 1 action

Range: 60 feet

Components: V,S

Duration: Concentration, instantaneous

This spell consumes nearby magical energies and unleashes them in an arcane shockwave. The spell deals 4d10 psychic damage to a single target; a Wisdom saving throw reduces this damage by half. If the damage from this spell disrupts the target's concentration on a spell, mana bolt consumes that spell's energy as well and releases it in a secondary shockwave: all of the target's allies within 20 feet take as much psychic damage as the original target did.

At higher levels: You can cast this spell in a slot higher than 3rd level. For every spell level higher than 3rd, the damage increases by 1d10 and the secondary shockwave's radius increases by 5 feet. Mana blast consumes ambient spell energy to empower itself when cast: if casting this spell disrupts your concentration on another spell, increase mana blast's level by the disrupted spell's level, rounded up. This can increase mana blast to an effective spell level higher than you can cast.

 

Yes, that is an instantaneous-duration spell that requires concentration. That's entirely there to disrupt the concentration on other spells. If you're not concentrating on a spell, it's a weaker Scorching Ray but with a harder-to-resist damage type. If you're willing to sacrifice the spell you're concentrating on, though, it gets very powerful, very fast. (Possibly too powerful, but this is a first draft.) However, you can't get that power quickly if you aren't already concentrating on a spell, giving its powerful form a two-round setup time and a second spell slot's cost if you're not already concentrating on something that you're willing to sacrifice. (The most efficient spells for this are the bonus-action concentration spells. On the classes that might get this spell, that's mostly Expeditious Retreat, Hex, and Magic Weapon; most of the bonus-action concentration spells are paladin smites or ranger volleys. However, most of these are really low level, so you will probably want higher-level spells to burn... but that gets expensive.).

 

Also note that this interacts with other spellcasters' concentration as well. If you use Mana Blast as a Dispel Magic standin (note: dispel can hit non-concentration spells while mana blast can't), it unlocks no-save AoE abilities - a very dramatic way of encouraging a particular action, and a very satisfying way to turn the tides. The same basic logic can be touched upon elsewhere for specialized anti-mage spells, albeit more appropriately for those outside of Abjuration. With a slight tweak, this approach could also work as an antipsionic spell as well (currently it only works when concentrating "on a spell", so it won't work. Mana Blast also can't consume one of your own psionic disciplines, since disciplines have no level).

 

EDIT: I forgot to add that my original idea for this was far too powerful - it would actually cascade the secondary effect, so if you managed to blast a group of spellcasters, all concentrating on assorted effects, each lost spell would create its own secondary blast, with overlapping areas, creating a feedback loop. I think that's an interesting idea for a potential spell (it's not going to come up all that often, since how often do you fight more than, say, two concentrating spellcasters at once?), but it's outside the realm of Mana Blast and should probably be built as a higher-level base spell.

 

Khelben's Spell Enhancer

4th level transmutation

Casting time: 1 action

Range: Self

Components: V,S,M (an arcane focus)

Duration: Concentration, up to 10 minutes

This spell weaves mystic scaffolding for other spells into your arcane focus, making it easier to channel magical energy while wielding it. While the duration lasts, spells you cast that use this arcane focus as a spellcasting focus have their saving throw DCs and spell attack bonuses increase by 1.

Additionally, the magical energy cycling through this spell provides an extra benefit depending on how the spell ends.

--If this spell ends because you cast another concentration spell, then you have advantage on concentration saves to sustain the other spell while its duration lasts.

--If this spell lasts for the full 10 minutes, you recover a spell slot of up to 3rd level. This has no effect if you have no spent spell slots of 3rd level or lower.

--If this spell ends for any other reason, there is no special effect.

 

Here, we view casting this spell as an investment - you get benefits while it lasts, plus a unique benefit at the end if you let it last its whole time... but unlike True Polymorph (which also has a benefit if you concentrate for the full duration), here, you can cash it in and accept a lump-sum payout by ending it earlier for a moderate benefit. Noteworthy: the investment itself interferes with many of the spells you'd want to have high save DCs, since this eats up your "concentration slot", but the benefit itself is still adequate in some circumstances. I'll be honest, I was also tickled with making this spell a ritual (the payoff of recovering a spell slot without paying a slot is intriguing bait for players), but I can't think of a good way to prevent this from being spammed without fundamentally rethinking the spell.

 

Simbul's Spell Matrix

8th level transmutation

Casting time: 10 minutes

Range: Self

Components: V,S,M (a piece of amber worth at least 500gp, which the spell consumes)

Duration: Concentration, up to 1 hour

You prepare a magical matrix that distributes mystic energy across your entire psyche, in effect making the burden of sustaining spells easier to bear with only the slightest thought. While the duration lasts, casting spells with a concentration duration does not disrupt your concentration: such spells last until their full duration expires, you decide to end them, or Simbul's spell matrix ends, whichever comes first. However, if you have more concentration spells active at once (including Simbul's spell matrix) than your spellcasting ability modifier, you have disadvantage on concentration saving throws.

 

A simple effect (actually inspired by the capstone from my artificer), and a decidedly powerful one (hence the high cost). Honestly this one is probably too powerful (both due to the insane synergy it unlocks and the potential interaction with other effects in the same vein as Mana Blast - hello, every concentration spell you know being ended early at once!), but I'm showcasing how you can have spells that interact with concentration as a resource / opportunity cost that make the mind burn with possibilities.

 

 

I think there's more to be plumbed here, especially if this mechanical idea gets merged with more fluffy ideas - like, say, with Shintashi's proxy spells.

#11

OB1

Aug 12, 2015 7:39:34

Also inspired by the concentration discussion in another thread and by Tempest_Stormwind. 

 

Obie’s Concentration Shield

1st level Divination

Casting time: Reaction

Range: Self

Components:  S

Duration: Instantaneous

 

As a reaction when you are hit for damage but prior to the damage being rolled, cast this spell allows you to automatically succeed on your Concentration check.

 

 

Obie's Concentration Vault

3rd level Divination

Casting time:  Bonus

Range: Self

Components: V,S,M (a small piece of silicon)

Duration: Up to 1 Hour

 

When you cast this spell, a spell that you are currently concentrating on is magically sealed away in your mind, its effect stops, and is not subject to concentration checks while in the vault, allowing you to cast another spell that requires concentration.  The spell in the vault can be resumed at any time over the next hour as a bonus action.  If the caster is concentrating on another spell, that spell then enters the vault.  The vault continues to function as long as the physical brain of the caster exists (ie. unconciousness or even death does not cause the vault to fail).  Multiple vaults can be created at once through multiple castings of this spell.

 

 

Obie’s Expanded Concentration

6th level Divination

Casting time: 1 Action

Range: Self

Components:  V,S,M (A piece of gold wire wrapped around a small diamond worth 250 gold that is consumed only if the spell ends as a result of a failed concentration check)

Duration: Concentration, Until your next Long Rest

 

 

While concentrating on this spell, the caster may additionally cast and concentrate on up to 2 other concentration spells of 3rd level or lower from the same school.  If a concentration check is required while this spell is active, it is made only once, but if failed, causes all spells under concentration to fail.

When casting at a higher level, choose one of the following effects per level over 6th- 1 additional spell to be concentrated on, the spells to be of different schools, the concentrating spells to be of one level higher, or concentration checks made with advantage.

Note that it is extremely dangerous to attempt to use a 9th level casting of this spell to in turn cast the 6th level version attempting to allow for three spells under concentration.  The spell's creator died horribly trying to do just that.  Should it be attempted, roll percentile dice. 1-20 - Success, you may now concentrate on 3 total spells; 21-50 - Take 10d6 psychic damage and both spells fail; 51-00 - You are permanently polymorphed into a piece of cheese

(Reply to #11)

shintashi

My commentary on the previous Concentration Tweak spells ^_^

 

Tempest Stormwind Commentary

Show

Kinetic Shield
- reminds me of kinetic control (2e psionics). Probably should have an upper
cap to the amount of damage it can cumulate to in +5 point units per spell slot,
up to about 25 points max for the explosion, this would put it in parity with Armor of Agathys.

 

Mana Blast
- a cross between a Defiler effect from Dark Sun, and a Spellfire user from FR. Probably should have a saving throw for each consummed magical energy targeted, begin with a specific target who has concentration, and then create a chain reaction firecracker, perhaps adding +1d10 psychic damage, triggered by the blast of the first explosion. To balance it, you might want to reduce the base damage to 2d10, or 3d8, and then the additional damage to +1d8. So if you had 4 casters with concentration up, and you hit one of them with this, if they fail, they become the center of a 3d8 blast, however, if that blast also disturbs one of the other casters' concentration, that person becomes the center of a second explosion for 4d8, and on to the 3rd and fourth wizards, at 5d8 and 6d8 explosions respectively. (like a string of blackcat firecrackers) The cumulative effect is similar to Chain Lightning, so the level should probably be similar to that 6th level spell. Probably change the name to "Mana Cascade" to be consistent with the theme. I would venture if you hit someone with multiple concentration effects, it would simply do +1d8 damage for each additional concentration, and be vicious in wizard duels.

 

Khelben's Spell Enhancer
in the DMG, the spell point value of a 4th level spell is 6, and a 3rd level spell is 5, totalling 11 spell points, meaning if you wanted a fourth level effect that could also spit back a 3rd level spell, it would have to be 8th level, however, a 5th level spell is worth 7 points, and a 1st level spell is worth 2 points, so if you simply consider your base effect on par with a 1st level spell, you could cast this spell at 5th level and have it kick back a 3rd level slot. You could probably modify it so that a single spell cast in that duration of 10 minutes gets the benefit, and then if that enhanced spell has no concentration component, at the end of 10 minutes, you refresh one 3rd level slot... or something like that.


Simbul's Spell Matrix
This spell is similar to what i was thinking about for my 9th level Greater Proxy Seal or whatever. You went with a +1-10 slot attribute mechanic at 8th level, and yours is mobile. Mine will be stationary (like an abjurist ward), and probably level 9, using Proficiency Modifier. Actually, if i use proficiency modifier, i.e., 6 slots counting itself, which would be 5 spells, yeah, that sounds good. I'll probably add it to my list above later tonight.

#13

OB1

Aug 12, 2015 8:56:23

Shintashi - Thanks for the comments!  

 

I upped Vault to 3rd level, but I think the 1 hour durration also helps keep it from getting out of hand since either a short or long rest will then end the effect.  I also added that a caster could create multiple vaults through multiple castings.  I'm still toying with whether I need to add a Dispel Magic type of limit and/or skill check to the level of spell that can be vaulted.

 

For Expanded Concentration, I added a fun bit of flavor to deter anyone from trying to cast a 9th level version to then cast a 6th level version and therefore allow 3 spells to be concentrated on at once.

 

Also have a new one, inspired by the Critical Hit Podcast.

 

Orem's Pods of Casting

Cantrip - Transmutation

Casting time: Action

Range: Self

Components:  S,M (A 1 inch diameter glass ball)

Duration: 8 hours

 

When cast, for the spells duration or until the caster ends the spell everything the caster hears is recorded within the glass ball that is the material component of the spell.  A single glass ball call hold up to 168 hours of sound.

 

Once recorded, it can be relistened to by tapping the ball and thinking "play".  It is only audible to the person in possession of the Pod.  The audio can be paused, fast forwarded, or rewound but it is not indexed, so listening for a specific piece of information relies on the memory of the person playing back to know approximately when it occured.

 

 

A duplicate of the pod can be made by touching an empty glass ball to one with audio on it and casting this spell again.  The ball works until targeted with dispel magic or until the person in possession erases it.

(Reply to #2)

UmbraCarmen

Am self-referencing again but did a worksheet where I tried to extrapolate from existing summon/conjure spells how others might work.  Looks hideously complicated but if you can follow the link is:

 

http://community.wizards.com/forum/dungeon-master-help/threads/4219041

 

BRJN wrote:
#15

UmbraCarmen

Aug 12, 2015 13:35:45

From an earlier post...

 

Secret Spell

Level 2 Transmutation

Casting Time:           1 Bonus Action

Range:                       Self

Components:          None  (Thought Activated)

Duration:       Until the end of the casters current turn

This spell is somewhat unique in that it allows for another spell to be cast just after it in the casters own current turn.  If no subsequent spell is cast then this spell is wasted.  It allows the subsequent spell, which must be of second level or lower, to be cast without any verbal or somatic or non-expensive material components.  Any visual or other sensory effects of the spell are not  concealed – a fireball will still be seen  to streak from the caster to its target and explode with a flash and a bang.

At Higher Levels:  This spell may be cast with a higher level spell slot – it will always only affect a single spell or cantrip of its own (modified) level or lower.

 

Biased Lightning strike

4th-level Evocation

Casting Time:           1 action

Range:                    150’

Components:        V, S, M

Duration:       Instantaneous

A vertical column of lightning crackles down from the sky to strike a location you specify.  Each creature in a 15-foot-radius, 60-foot-high cylinder centred on a point within range must make a Dexterity saving throw.  A creature takes 8d6 lightning damage on a failed save, or half as much damage on a  successful one.  The caster may (optionally) choose for one target within the spells area of effect not to be struck.

At Higher Levels:  When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases by 1d6 for each slot level above 4th and the caster may (optionally) omit one additional target within the area of effect from being struck.

 

Missile Chain

4th-level Evocation

Casting Time:           1 action

Range:                     120’

Components:         V, S

Duration:       Instantaneous

You create five Magic Missiles  that strike a target of your choice that you can see within range.  These missiles then continue on to strike a second and then a third target before dissipating.  Each new target must be within 30 feet of the previous one.

At Higher Levels:  This spell may be cast with a higher level spell slot with one additional missile for each slot above 4th.

#16

Greenstone.Walker

Aug 12, 2015 15:14:43

Restrain Person
2nd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a link of iron chain)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. 
The target must succeed on a Strength saving throw 
or be paralyzed for the duration. At the end of each of 
its turns, the target can make another Strength saving 
throw. On a success, the spell ends on the target.
 At Higher Levels. When you cast this spell using 
a spell slot of 3rd level or higher, you can target one 
additional humanoid for each slot level above 2nd. The 
humanoids must be within 30 feet of each other when 
you target them.

 

#17

shintashi

Aug 12, 2015 16:49:00

Hand of Nemesis

7th-level Evocation

Casting Time: 1 bonus action

Range: Special

Components: V, S, M (a black cat's foot preserved like a rabbit foot luck charm)

Duration: Instantaneous, up to 10 minutes

 

This spell causes the unexpectedly worst case scenario to manifest to the detriment of one or more targets within sight. The caster must be aware of the area to be targeted, if not aware of the creatures to be targeted. The effects possible depend on the circumstances and the spell may require special circumstances present in order for options to be available. For example, if the floor is wet, then enemies walking on the floor may slip and fall. Similar prone conditions are possible on mud and ice. While climbing a cliff, or standing on a ledge, it is entirely possible the ledge or handhold crumbles, and those climbing descend to their deaths suffering appropriate failling damage up to 20d6, depending on the elevation. a leading assassin could trip over an old wine bottle and land on dry twigs ruining the element of surprise for their whole team.  If it is a very cloudy day, the weather may change to heavy rain creating slippery conditions, flash floods, or landslides, while in stormy weather, enemy knights dressed in metallic armor wielding weapons acting like lightning rods or their leader at the very least, could suddenly find themselves struck by a bolt of lighting for 2d10-12d6 damage depending on the weather severity and number of targets. While traveling across a desert, the pathway ahead could be a sink hole from a wandering purple worm, or quicksand that used to be a moist oasis. Sand storms could rise up quickly and blind, choke, or even cause physical damage. a platoon of foot soldiers traveling through a mountain pass could suddenly be trampled by a herd of spooked cattle. A nice swim or fishing trip off the coast could attract great white sharks unexpectedly or a tidal wave. Effects without circumstances to act instantly upon would be unlucky victims can take up to 10 minutes to manifest, if conditions are appropriate. If no such conditions are possible within 10 minutes, the spell fails. The unlucky consequences of this spell can be avoided completely with a successful Intelligence Saving Throw, or if the character has the Lucky feature, by spending one of their daily uses.

 

 

this spell could also be called "Final Destination" or "Murphy's Law". It is extremely circumstantial and manipulates events to twist causality in a negative way resembling very bad luck, creating the worst case scenario. This spell is particularly dangerous in Spelljamming or sailing adventures, where random events like Solar Flares or leaky ships can spell doom for the whole crew.

#18

shintashi

Aug 13, 2015 23:34:02

Greenstone.Walker wrote:
#19

shintashi

Aug 14, 2015 1:38:10

True Restoration

8th-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a flawless diamond worth at least 5,000 gp which the spell consumes)

Duration: Instantaneous

 

With a touch, you restore the physical and mental condition of an afflicted creature, undoing debilitating effects. You can remove the target's exhaustion levels completely, and end any effects or afflictions normally cured by Lesser Restoration or Greater Restoration. Additionally, you can restore a creature to its natural form dispelling unwanted polymorph, negate memory damage, regenerate missing limbs and missing organs, restore youth from unnatural aging, cure insanity, and overcome rare conditions including vampirism, lycanthropy, possession, Geas, FeeblemindImprisonment, and the inability to cast Wish after suffering the stress from producing effects other than duplicating existing spells. Other exotic conditions that can be recovered include the malicious effects from an Artifact, Divine Intervention, or Deck of Many Things. Unlike the many common effects mentioned earlier which can be healed simultaneously, True Restoration can only overcome one Rare or Exotic condition at a time. Overcoming an Artifact or Divine Intervention may awaken powerful forces to the presence of the caster and their location, at the DM's prerogative. Finally, True Restoration has some specialized functions: it can completely heal all hit point loss from psychic damage, mimic the 6th level Heal spell for other types of damage, or restore up to 1 year of youth, in place of one exotic condition.

 

 

notes: this spell is in some respects, an anti-wish, or a healers' "catch all" for anything short of True Ressurection. Basically it is a clone spell that 'refreshes' the target creature. While it only heals a max of 70 regular hit points, making it no where near as useful as Power Word Heal (all hit points of one creature) or Mass Heal (700 hp divided among multiple creatures), it has some unique aspects that can make it really useful. For example, it can completely heal Psychic Damage, such as from a Warlock's Hurl through Hell, a failed Contact Other Plane, or the Psionic Blast of a Mind Flayer. It also can be used as a very weak potion of longevity restoring 1 year to an aging character, which can be critical for elderly characters seeking more time. A Potion of longevity is very rare, and runs about 5000-50,000 gp, healing up to 12 years, this spell heals one year and costs 5000 gp, for what its worth. The two primary uses for this spell are healing exhaustion and recovering a wizard's capacity to cast wish if they have lost it. This presents a less messy, but more expensive solution than Clone (same level), but also higher level and a little less broken than the 7th level Simulacrum wish fix. Finally, this spell is intended to be cast by Clerics, not Wizards, although i could see it being cast by Abjurists, and Transmuters. The Philosopher Stone for Transmuters was in mind when considering some of the effects. 

#20

shintashi

Aug 18, 2015 12:00:35

Necromancy is lacking in 5e, So here's a bunch of spells converted and adapted to help worried Necromancers rest in peace.

 

 

Animate Dead Beasts

4th-level necromancy

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

Duration: Instantaneous

This spell creates an undead animal in the service of the necromancer. Choose a pile of bones or the corpse of a beast within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes an appropriate kind of skeleton if you chose bones or a zombie beast if you chose a corpse (the DM devises the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular

chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four beasts you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or reassert control over two additional undead beasts for each slot level above 4th. Each of the creatures must come from a different corpse or pile of bones.

 

 

Animate Dead Monstrosity

5th-level necromancy

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

Duration: Instantaneous

This spell creates an undead monstrosity in the service of the necromancer. Choose a pile of bones or the corpse of a monstrosity within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes an appropriate kind of skeleton if you chose bones or a zombie monstrosity if you chose a corpse (the DM devises the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to three monstrosities you have animated with this spell, rather than animating a new one. The undead monstrosity cannot have a CR higher than 1/3 your level, and the CR of its living equivalent cannot exceed your own level. Thus while you could animate a dead roc at 11th level, if the undead version had a CR higher than 3, the remains would animate briefly and collapse.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or reassert control over two additional undead monstrosities for each slot level above 5th. Each of the creatures must come from a different corpse or pile of bones. Alternatively, you can cast the spell at higher level to increase the maximum possible CR of the undead you can animate by +1 for each slot above 5th level.

 

Animate Dead Giant

6th-level necromancy

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

Duration: Instantaneous

This spell creates an undead giant, ogre, troll, or other giant-kin in the service of the necromancer. Choose a pile of bones or the corpse of a giant within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes an appropriate kind of skeleton if you chose bones or a zombie monstrosity if you chose a corpse (the DM devises the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to two giants you have animated with this spell, rather than animating a new one. The undead giant cannot have a CR higher than 1/3 your level, and the CR of its living equivalent cannot exceed your own level. Thus while you could animate a dead Storm Giant at 13th level, if the undead version had a CR higher than 4, the remains would animate briefly and collapse.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you animate or reassert control over one additional undead giant for each slot level above 6th. Each of the creatures must come from a different corpse or pile of bones. Alternatively, you can cast the spell at higher level to increase the maximum possible CR of the undead you can animate by +1 for each slot above 6th level.

 

Animate Dead Aberration

7th-level necromancy

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (a drop of ooze, a piece of flesh, and a pinch of bone dust)

Duration: Instantaneous

This spell creates an undead aberration in the service of the necromancer. Choose a pile of bones or the corpse of an aberration within range. Your spell imbues the target with undeath, raising it as an undead creature. The target becomes an appropriate kind of skeleton carapace, or exoskeleton if you chose bones or a zombie monstrosity if you chose a corpse (the DM devises the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over one abberation you have animated with this spell, rather than animating a new one. The undead abberation cannot have a CR higher than 1/3 your level, and the CR of its living equivalent cannot exceed your own level. Thus while you could animate a dead beholder at 15th level, if the undead version had a CR higher than 5, the remains would animate briefly and collapse.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you animate or reassert control over one additional undead giant for each slot level above 7th. Each of the creatures must come from a different corpse or pile of bones. Alternatively, you can cast the spell at higher level to increase the maximum possible CR of the undead you can animate by +1 for each slot above 7th level.

 

 

Animate Dracolich

9th-level necromancy (ritual)

Casting Time: 1 hour

Range: 30 feet

Components: V, S, M (a quantity of midnight tears costing 100 gp for every hit point the dragon has, and a prepared phylactery gem worth at least 5000 gp)

Duration: Instantaneous

This spell, which must be cast before midnight (otherwise considerably larger more expensive volumes of poison are required) while the Dragon consumes the poison. A Variant of Magic Jar is then cast, transfering the spirit of the dragon into the phylactery, while the poison races through the fresh corpse. As the zombie flesh of the dragon rots away revealing mostly skeletal remains, the spirit of the dragon returns to the corpse, animating it, completing the ritual. The dragon then takes on the Dracolich template (described in the Monster Manual). The leading necromancer casting this spell must be equal or greater level than the base CR of the dragon before the ritual begins. If the necromancer is not sufficiently high enough level, the highest level caster is used, and an additional 17th+ level caster is required for each additional CR above the lead caster. For example, in order for a 20th level necromancer to animate an ancient green dragon as a dracolich, CR 22, it would require 2 additional assistants.

At Epic Levels. If a 20th level spell caster has the epic boon of High Magic, they may expend a second 9th level spell slot to animate a dragon up to +1 CR higher than normal. Simulacrums created by the 7th level spell may also expend 9th level spell slots to contribute to this ritual, thus a 20th level caster with the epic boon of high magic could with the assistance of an equally powerful Simulacrum animate an ancient dragon up to CR 23: 20 base, +1 for the Epic Boon of the caster, +1 for the 20th level Simulacrum, and +1 more for the Simulacrum's Epic Boon.

 

 

 

Have fun making zombie hordes!

#21

shintashi

Aug 21, 2015 19:35:57

 

Because enlarge isn't good enough...

 

Giant/Shrink

6th-level transmutation

Casting Time: 1 Action

Range: 30 feet

Components: V, S, M (a pinch of powdered mythril worth 250 gp, consumed by the spell)

Duration: Concentration, up to 1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Giant. If the creature is man sized or smaller, target’s size quadruples in all dimensions, and its weight is multiplied by sixty-four. This growth increases its size by two categories—from Medium to Huge, for example. If there isn’t enough room for the target to quadruple its size, the creature or object attains the maximum possible size in the space available, unless the new strength of the creature is able to contest the containing walls, such as a wooden shack or small cage. Until the spell ends, mansized creatures made into giants gain a strength equal to that of a giant, equal to the level of the spell caster +9. For example, a 12th level caster targeting a man sized creature would produce a giant with a strength up to 21 - same as a hill giant. If the creature's strength is already equal or higher than the new size would indicate, the spell has no effect on their strength. The primary advantage of the new size category is the ability to utilize tools of the new size. Weapon dice damage values for weapons that have been enlarged inflict triple their base damage dice. A Giant scimitar for example inflicts 3d6 damage, rather than 1d6 damage. If cast on Small creatures, they gain the strength of Ogres and can wield appropriate sized tools. Shrink. This spell can also be used in reverse to shrink Giants to Mansized, reducing their strength by half (round down), and the damage of their wielded weapons to 1/3rd.  A Frost Giant for example, would be reduced to 11 Strength and their "great" axe would inflict 1d12+0, rather than 3d12+6. If used on large creatures, such as Trolls, they gain the strength of goblins, and natural weapon damage is reduced to d4s This spell has no effect on Tiny or Gargantuan Creatures. Casting the reverse of this spell can be used to instantly cancel the effects from another casting, such as using Shrink to cancel Giant; when used in this way, no saving throw is allowed.

 

 

 

Titan/Insect

9th-level transmutation

Casting Time: 1 Action

Range: 30 feet

Components: V, S, M (a pinch of powdered adamantine worth 2,500 gp, consumed by the spell)

Duration: Concentration, up to 1 minute

You cause a target creature (this spell has no effect on inanimate objects) to suddenly shrink to the size of an insect, or grow to Gargantuan size. If the target is unwilling, it can make a constitution saving throw. On a success, the spell has no effect. If the creature is already Tiny, the shrinking effect fails, likewise, if the creature is already Gargantuan, the growth fails. Titan. The target creature gains a strength of 30. Melee weapon base damage is triple mansized values, thus a Greatsword inflicts 6d6 and a Lance inflicts 3d12. Natural weapons add +1 die for every 2 size categories gained, round up. Target creatures (other than classed player characters) also gain temporary hit points based on their previous size and hit dice: Tiny +8/die, Small +4/die, Medium +3/die, large +2/die, huge +1/die. Player Characters gain temporary hit points from the size equal to twice their level. Insect.  Target creatures have their strength reduced to 3 and weapons inflict 1 damage. Furthermore, creatures suffer temporary loss of hit points (to a minimum of 1) according to their hit dice and previous size: Gargantuan: 8/die, Huge: 4/die, Large: 3/die, medium: 2/die, Small: 1/die. Creatures reduced to insect sized may be stomped on for 1+strength bonus damage with a successful attack roll. If a creature is reduced to 0 hit points while under the effects of this spell, it  makes appropriate death saves. When the spell ends, if the creature is still alive, temporary loss of hit points are restored to normal.  Casting the reverse of this spell can be used to instantly cancel the effects from another casting, such as using Insect to cancel Titan; when used in this way, no saving throw is allowed.

#22

shintashi

Sep 03, 2015 9:09:24

Chromatic Dagger

3rd-level evocation

Casting Time: 1 action

Range: Self

Components: V, S, M (a dagger handle and a gem worth at least 250 gp)

Duration: Concentration, up to 1 minute

You cause a small blade of light to flash into existence, suspended from an empty handle. The blade color is identical to the gem fixed to the handle. The blade is similar in size and shape to that of a dagger, possessing similar weapon properties including Finesse (use Strength or Dexterity for your ability modifier; only use Dexterity if thrown), Light, and Thrown (20/60). It lasts for the duration, even if you let go of the blade or throw it. If your concentration is broken, the blade flickers out, and you may use a bonus action to reactivate it. Depending on the color of the gem, your blade inflicts a different type of damage on a successful hit.

Red Gem (Garnet, Ruby). The target takes 3d4+ your ability modifier in fire damage.

Orange Gem (Jacinth, Citrine). The target takes 3d4+ your ability modifier in acid damage.

Yellow Gem (Amber, Sphene). The target takes 3d4+ your ability modifier in lightning damage.

Green Gem (Emerald, Peridot). The target takes 3d4+ your ability modifier in poison damage.

Blue Gem (Sapphire, Aquamarine). The target takes 3d4+ your ability modifier in cold damage.

Indigo Gem (Tanzanite, Amethyst). The target takes 3d4+ your ability modifier in thunder damage.

Clear Gem (Diamond). Flickers through all the colors randomly, roll d6 to determine which color and effect is emulated on a successful hit.

If lodged in an opponent, it continues inflicting Chromatic damage (without the ability modifier) equal to 1d4/round based on the active color, until removed. Each color also has a special property. Red ignites combustibles, and inflicts an extra 1d4 if flammable clothing ignites for 1 round. Orange is acidic and inflicts 2d4 rather than 1d4 damage per round lodged until removed. Yellow is highly conductive and attack rolls have advantage to hit targets wearing metal armor. Green bestows the condition of poisoned on a successful hit that lasts for the duration. Blue is cold and imposes disadvantage on the next attack roll from frostbite. When indigo is thrown, it strikes with a loud cacophony imposing the deafened condition until the target's next turn begins.

After the spell ends, the gem cracks and loses color rendering it worthless.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 7th level or higher, the duration is 8 hours. If you use a 9th level spell slot, the duration is 24 hours. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration. Regardless of the duration, all conditions still effecting targets end after 1 minute until the target is successfully struck again.

 

 

in terms of balance, these are my thoughts

I would probably remove the Special properties of each color, get rid of the ability modifier bonus, and reduce the spell to 2nd level, like flame blade.  That spell, which we might call "Lesser Chromatic Dagger", looks something like this:

 

 

Lesser Chromatic Dagger

2nd-level evocation

Casting Time: 1 action

Range: Self

Components: V, S, M (a dagger handle and a gem worth at least 50 gp)

Duration: Concentration, up to 1 minute

You cause a small blade of light to flash into existence, suspended from an empty handle. The blade color is identical to the gem fixed to the handle. The blade is similar in size and shape to that of a dagger. It lasts for the duration, if you let go of the blade, the blade flickers out, and you may use a bonus action to reactivate it. Depending on the color of the gem, your blade inflicts a different type of damage on a successful hit.

Red Gem (Garnet, Ruby). The target takes 3d4 fire damage.

Orange Gem (Jacinth, Citrine). The target takes 3d4 acid damage.

Yellow Gem (Amber, Sphene). The target takes 3d4 lightning damage.

Green Gem (Emerald, Peridot). The target takes 3d4 poison damage.

Blue Gem (Sapphire, Aquamarine). The target takes 3d4 cold damage.

Indigo Gem (Tanzanite, Amethyst). The target takes 3d4 thunder damage.

Clear Gem (Diamond). Flickers through all the colors randomly, roll d6 to determine which color and effect is emulated on a successful hit.

After the spell ends, the gem cracks and loses color rendering it worthless.

 

I think you can see the difference.

 

Notes:

I also have a Prismatic Blade in the works. These are spells from the Melcor family of Radiance specialists. The quasielemental plane of Radiance is said to border the Plane of Fire and the Positive Energy plane. Radiance Mages tend to wear Steampunk style goggles and have resistance to various optical attacks like flash, blind, and gaze. They are also adept at dealing with fire spells, and an Arcane variant Wizard equivalent of Clerics of Light. They can be found wandering the planes, frequently trading goods in Sigil, and often look like they just exited a blast furnace, and seem quite happy about it. Most are lawful good or neutral good, and many join or trade with the Society of Sensation.

 

 

#23

shintashi

Aug 30, 2015 23:19:33

Perpetuity

6th-level Alteration/Chronomancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (An ornate amulet carved from Jade worth 500gp per spell level, which cracks and crumbles at the end of the extended duration)

Duration: Instantaneous

When this spell is cast, another simple effect spell or magical ability with a duration obtains an extended duration category, as if it were "temporarily" under the effects of a Permanency spell. Like Permanency, Perpetuity strips the onus of responsibility for the magic into a semitangible weave of magic, in this case, contained within the Jade amulet. Only constant effects may gain the benefits of Perpetuity. If the spell would require an Awakened Proxy in order for the concentration to be mitigated, it cannot be subject to Perpetuity without first casting Awakened Proxy. Perpetuity has two effects: first, it grants a duration that doesn't require concentration; second, it extends the duration to the next category. Spells with a duration of 1 round, turn, or until the next reaction have their duration extended to 1 minute. From there, the next categories are 10 minutes, 1 hour, 8 hours, and 24 hours, and 1 week. For example, if Perpetuity were cast on a 9th level spell with an hour duration and concentration, the cost would be 4500 gp, the duration would become 8 hours, and concentration would not be necessary.

Perpetual Perpetuity. Instead of being cast at higher levels, Perpetuity may be cast multiple times in sequence to achieve ever greater durations. Each time this step is repeated, the previous Jade amulet shatters and a new one must take it's place, although the spell level is considered 1 level higher each time, demanding a more refined piece of jade with each step. If the duration is already brought to 1 week, then the Spell may be cast once more producing a Perpetual Perpetuity, and the duration of the target spell effect lasts until dispelled. Destroying the final amulet will also end the spell effect.

 

 

Persistence/Semipermanency

7th-level Alteration/Chronomancy

Casting Time: 1 action

Range: Special

Components: V, S, M

Duration: Special

This spell originated in Athas, under the light of the Dark Sun. At first glance, it resembles the Permanency spell, rendering passive magical effects including simple concentration spells Persistent, meaning they last without the need for the original spell caster to do anything else. These spells will continue functioning even if the caster is slain, but can be dispelled with appropriate abjuration magic. The duration is equal to the caster's level - 1d20 years. If the result is 0 or less, the duration becomes 1d12 months. Without divination magic, the caster has no idea how long the spell will last. This spell can be used to quickly produce temporary magic items, fortifications, or protective enchantments.

 

 

Permanency

8th level Alteration

Casting Time: 2 rounds

Range: Special

Components: V, S, M

Duration: Instantaneous

This powerful dweomer provides spellcasters with the power to transcend the limits of time, making spells and enchantments last forever. Sample spell effects include but are not limited to: Detect Magic, Enlarge, Invisibility, Protection from Evil, Prismatic Wall, Wall of Force, and Web. This spell can also be used as part of the ritual to speed up the production of a magical item. Normally casting this spell costs 1 point of permanent Constitution loss, however, when permanency is used for fabricating magic items, there is only a 1 in 20 chance this loss occurs. When used in the fabrication process to seal effects into prepared objects, each casting allows the time progress equivalent of 1000gp (40 days) toward the total enchantment cost, rather than 25gp per day. This runs the risk of increased probability of losing Constitution however, as the Wizard's life force is being put on the line to accelerate the enchantment process, once Constitution is lost in this way, no further checks are required - i.e., you do not risk multiple Constitution loss while enchanting items. Permanency also has a chance of glitching as the weave of magic drifts through time, and after 1000 or more years, these inconsistencies or errors may begin to manifest.

 

 

#24

Tempest_Stormwind

Aug 31, 2015 10:32:56

I just realized you replied to my suggestions. Sorry for not responding quicker.

 

A general note: I like short spells in 5e. A signature of my designer style is to design with words I'm not writing: often, things that are deliberately omitted describe exactly how the spell is intended to work. (Compare this to 3.X, where you'd need to include plenty of corner cases due to tremendous flexibility, and 2e, where it was common to list how this spell reacts with Spell A, Spell B, Spell C, and in no way reacts with Spell D.) I think the mark of a successful and elegant design is to achieve exactly the right effect (mechanically and fluffwise) using as few words as possible, but making sure they're exactly the right words.

Kinetic Shield

- reminds me of kinetic control (2e psionics). Probably should have an upper
cap to the amount of damage it can cumulate to in +5 point units per spell slot,
up to about 25 points max for the explosion, this would put it in parity with Armor of Agathys.

 

#25

shintashi

Sep 11, 2015 15:53:11

Tempest - it is good to see you have fluffy spells as well as a liking for direct spells with short descriptions.

 

Here's two spells I'm adding because there is apparently a need for them. They are spins on older edition versions.

 

Enchant an Item

6th-level Enchantment/Evocation

Casting Time: Special

Range: Touch

Components: V, S, M

Duration: Special

Long Version. When this spell is cast, the formula that describes the construction of the magical item is revealed. Before beginning, the item must meet certain conditions, which the spell will also reveal if it does not. 1) It be sound and undamaged. 2) It must be the finest possible, considering its nature, crafted of the finest workmanship and the highest quality materials. 3) the cost of the materials must be appropriate to satisfy the Rarity of the type of magic item. Common magic items require at least 100gp in fine materials, while very rare items require material components adding up to 50,000gp. If the object itself cannot be embroided, fabricated, bejeweled, etc. in a way to meet these requirements, the components are applied in some other way. Revealing the formula takes 16+8d8 hours (3-10 days), during which each day the spell caster must maintain contact for 8 hours a day. When the item contact time is complete, a wisdom saving throw using the Wizard's saves vs. DC 10 is made, if successful, the item is enchanted normally. If the save fails, the Enchantment spell must be cast again. At the end of this duration, the quality is confirmed and the formula is revealed, as well as whether those materials (which may include exotic components like dragon's teeth or unicorn horns) are present and accounted for. Afterwhich, the enchantment process may begin normally. For the next 24 hours, items with charges may also be recharged by casting the duplicate spell. A Wand of Fireballs for instance, would require casting 1 Fireball spell for each charge. The ritual of finishing the magic item, which may take several months or years normally, can be expediated by using a Permanency to seal the magic more quickly. Normally, it takes 1 day per 25gp used in the formula, but casting Permanency spells allows up to 1000gp per day of components to be integrated into the item. Thus an item that would normally take 500,000gp of materials to complete and 20,000 days (slightly longer than 54 years) can be finished in 500 days.

 

Short Version. When this spell is cast, the formula that describes the construction of the magical item is revealed.

 

 

 

 

Pierce Any Shield

9th-level Alteration

Casting Time: Special

Range: Touch

Components: V, S, M

Duration: Special

This spell is cast one round before any offensive spell. The spell cast (by whomever casts this spell) immediately after pierce any shield cannot be stopped by any known means: magic resistance, spell turning or absorption, anti-magic shell, counterspell, immunity, and so on. The only defense for the target of this spell is a saving throw, if and only if the spell in question allows one. Even then, the caster has a choice to either a)apply a +5 difficulty to their saving throw DC, or b)the saving throw is made at disadvantage. The pierce any shield spell does not protect the caster from events that would break concentration of the second spell. 

 

 

 

Notes: Pierce Any Shield occurs originally in Mystara and later reprinted on page 666 of the Wizard Spell Compendium, Volume 3.

#26

Tempest_Stormwind

Sep 03, 2015 10:09:49

shintashi wrote:
#27

shintashi

Sep 08, 2015 9:36:16

Tempest - Thanks!

I didn't want to just ignore the RAW, rather preserve the RAW, and then present new options. 55 years is practically 55 times longer than most of those "legendary" items used to take. But I noticed RAW didn't have permanency or Enchant an item spells.

 

5e is missing the instruction manual for how formulas are made/discovered, so you really have no way of knowing if your wizard or bard or druid etc. can even make an item. Imagine.... "you don't find the +1 sword enchantment, but you do find the formula for Spatula of NeverRust"... "oh, well, there's no wand of fireball formula in this kingdom, but you have rumors that the recipe for Pipes of Rat Warding are said to be scribbled on the walls somewhere in the catycombs" ... "'yes,' says the wizard 'I do have a formula for a belt of stone giant strength,I will sell it to you for 1 meal-ee-youn silver pieces...' places pinky finger on chin, 'gold just won't do... i have no use for gold here in Castle Wolfenstein". In fact, far more disturbing is the fact that there is no guidance at all for original magic items, or what to do if the "formula" isn't on your world. 

 

Enchant an Item is intended to serve 2 purposes.

 

1. quickly recharge existing items

2. discover formulas for constructing new items

 

i suppose you are correct, casting this spell on an existing item would probably reveal the formula, which is an unintended consequence, but that goes with the territory of magic.

 

Permanency has two intended purposes.

1. aiding the fabrication speed of magic items

2. making temporary spell effects last longer

 

 

Here's 3 New Spells I came up with Last Night while DMing one of my groups (they got to fight a Death Knight and goons)

 

 

Reanimation

6th-level Necromancy

Casting Time: 1 hour

Range: Touch

Components: V, S, M (A Black Pearl or Onyx worth 500gp)

Duration: Instantaneous

You raise an undead back to unlife with a touch, provided that it has been defeated/destroyed no longer than 10 days. If the creature's mind is both willing and at liberty to rejoin the body, or is a nearly mindless zombie or skeleton, the creature returns to unlife with full hit points. The spell can’t return a dead creature to life. This spell closes all mortal wounds, and reattaches missing body parts if nearby, restoring them if completely missing or destroyed to the unnatural state they were before the undead was damaged. If parts were missing or the damage was significant, the reanimation takes up to 4 days to regrow the missing parts, as negative energy surges through the undead corpse. The black stone acts as a focus for the negative energies required to restore the undead and it is consumed when the undead's restoration is complete.

 

 

Preservation

3rd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (Oil and Incense)
Duration: 10 days

You touch a living target or still warm corpse. For the duration of the spell, if the target is animated as an undead, any further damage inflicted or loss of color, heat, organ failure, and other signs of death and decay are halted (this spell has no apparent effect as long as the target continues to live and does not become undead - meaning it does not make the living impervious to harm). If the target is animated as an undead during the duration, whatever health conditions were held at the time of the casting are maintained throughout the duration of undeath. Thus zombies, wights, and similar undead may be made to appear completely healthy. Freshly animated undead under the effects of this spell  often retain more intelligence and may make an Intelligence Save DC 8 + the number of minutes deceased (before casting this spell) to retain at least their Base intelligence or 10, whichever is lower, plus up to 1 point of intelligence for each point above the save DC, up to their maximum. So if a Barbarian with 8 intelligence were dead for 3 minutes, they would have to make a saving throw DC 8+3 = 11, using 1d20 -1 (their intelligence penalty). If they failed, they would have normal zombie intelligence, but if they make it, they would retain 8 intelligence. A recently dead 15th level wizard, on the other hand, with an 18 intelligence, facing the same 3 minutes of death, would need to roll a 10 or better to retain their full intelligence. If the Intelligence of a zombie is partially retained and at least 13, they retain their spell casting abilities as per the rules of a Simulacrum - once a spell is used it is lost. If the new undead retains their full intelligence, they may retain their spell casting abilities. At the DM's option, non spell caster undead who retain their full intelligence, if it is also 13+ may actually learn wizard spells as a multiclass Undead/Wizard. For this purpose, Zombies are considered level 3, thus a peasant made into a Zombie under the effects of this spell would need 2,700 Experience points to become a first level wizard. Other than retaining the blush of life and possibly intelligence, targets are treated as normal animated zombies.

At Higher levels. When using a spell slot of 5th level or higher, the preservation rules for retaining intelligence apply to Dexterity, i.e., if Intelligence becomes 10 or less, so does Dexterity, else, however many points of intelligence are lost, are also lost to Dexterity. If full Dexterity is retained, so are Dexterity Proficiencies as is the use or expertise with Finesse weapons. When using a spell slot of 7th level or higher, the preservation rules for retaining Dexterity and intelligence also apply to Wisdom, and if Full Wisdom is retained, access to the Death Domain for clerics is unlocked (or restored) following the rules for Wizards and Intelligence above, in addition to wisdom proficiencies. When using a spell slot of 9th level, the preservation rules for retaining Wisdom, Dexterity and intelligence also apply to Charisma, and if Full Charisma is retained, in addition to retaining Charisma proficiencies, former Oathbreaker Paladins may petition to become Death Knights, while the Sorcerer and Warlock: Archfiend/Old Ones spells become accessible following the previous rules for Death Domain Clerics and Wizards.

 

 

 

 

 

Planar Recall

5th-level Summoning
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous

When this spell is cast, the most recent creature, within the last minute to have been banished or planeshifted away is instantly returned to your presence within 30 feet, unless they make a successful Wisdom saving throw. Essentially, this is a reverse banishment spell. If they were unwillingly banished, no saving throw is required to return them.

At Higher levels. When using a 6th level slot or higher, this spell can target creatures that have departed within the last 10 minutes. When using a 7th level slot or higher, this spell can target creatures that have departed within the last hour. When using a 8th level slot or higher, this spell can target creatures that have departed within the last 24 hours.

 

 

...

Notes: Preservation is a fun little spell that's balanced sort of similar to the Spell Point costs of things like Raise Dead and True Resurrection.  Even at 3rd level slots, combined with Animate dead, it costs a necromancer 10 spell points to basically "fake' Raise dead, vs. the Raise Dead cost of 7 spell points. There's also a notable "evil" flavor. The 9th level version of this costs a total 18 spell points (vs. 13 spell points for a True Ressurection) and has flaws True Resurrection doesn't.

Planar recall is like an Echo spell that "dispel magicks" plane hopping, while Reanimation is a fun spell to "raise dead' your undead friends.

 

#28

shintashi

Sep 08, 2015 9:37:37

I have revised some of the typing on some of my spells as the wording or typos made the spells confusing. I invite others to present their favorite spells!

#29

shintashi

Sep 10, 2015 14:34:24

Cellular Discombobulation

9th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous

You touch a creature, and that creature must succeed on an Intelligence saving throw or every cell in their body becomes charmed and revolts against the rest of the body disconnecting from cell walls, and dissolving the victim into a pool of slime. The saving throw difficulty is equal to the caster's Proficiency Bonus + Charisma Modifier + the Victim's Natural Strength Bonus (instead of base 8). Victims may use their full round action to add their Wisdom Bonus to the save. A Successful save implies the victim retains half their base Hit Dice plus applicable modifiers. For every point the save is succeeded by, the victim retains + 1 additional Hit Die (plus applicable constitution modifiers) of vital organs and nerves. For each point the save is failed by, another hit die is lost along with associated bonuses. If More than 75% of the original hit dice are retained, the victim may heal normally. If more than 50% of the original hit dice are retained, the damage is treated as Necrotic but may be healed with lesser or greater restoration or regeneration. If less than 50% of the original hit dice are retained, the damage is treated as permanent necrotic damage and may only be healed with a Greater Restoration or Regeneration spell. More powerful magicks such as Wish and True Ressurection can completely restore the victim, even if slain.  This spell has no effect on incorporeal beings, constructs made from nonliving materials, or pure elementals. It does effect corporeal undead such as Zombies or Vampires, Flesh Golems, Wood Golems, and Treants, for example. A Few Chronomancers also know of this spell as Eukaryotic Ataxia, and it is rumored to be used by denizens of the far realm for mass producing raw materials used for construction of Flesh ships, Alienist medicine, and food.

 

 

notes: A fun spell for people who read Lovecraft novels and similar stories.

The original was much worse, but when we tested it on a 20th level Barbarian and discovered they needed a 17+ to retain 1 hit die, we revised it heavily. The spell was originally designed to reduce big dumb monsters into sludge, the sludge being a useful material for related spells, including Protoplasmic/Cell Tide, which requires a large amount of available cells (such as from a liquefied Gargantuan creature) to achieve full effect.The spell is odd in that small weak creatures like Sprites and Familiars are almost impervious to it. Even an elderly man is likely to ignore the effects, while a T-Rex would probably be soup.

#30

shintashi

Sep 11, 2015 10:15:46

Dragon Mint

9th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (equal parts sugar and crushed gems worth at least 200 gp per Hit Die of the Dragon)
Duration: Instananeous

With this fantastical spell, you are able to compose a magical confectionary with three principle forms. The initial product is a portable glittering rock candy object, which if consumed has the dietary powers of candy coated broken glass, which should not be consumed by children. This object if of the appropriate color - dictated by the crushed gems and the dragon in question - is hurled at an incoming breath weapon. You use your reaction to hurl the rock candy directly into the path of the breath weapon, substituting your attack roll (proficiency and dexterity apply) and the breath weapon save DC is treated as the Armor Class you must hit. If successful, the candy flies into the midst of the breath weapon and absorbs it completely, preventing any potential injuries to anyone who would otherwise be afflicted. If you miss, the rock candy may be retrieved and future attempts made until it hits. The magic of the breath weapon transmutes the rock candy into a brilliant candy coated gem like drop of the appropriate color, which then falls to the ground, and remains inert until swallowed. At any time, the drop can be swallowed, the sugary coating dissolving and in the same round as your action, you may breath back the breath weapon you have captured as if it were exhaled by the self same dragon you originally captured it from (identical damage and saving throws apply). The magic of the spell and breath weapon intermingling consumes the gem filling. Each dragon mint has a different flavor and color according to the dragon associated with it, including flavors such as Blueberry, Cherry, Cinnamon, Honey, Lemon, Lime, Mint, Peach, Sour Apple, etc., and definitely should not be consumed by children. Each casting of this spell requires the correct color and minimum gem quantity to activate, else it fails. A red dragon mint will not operate on a blue dragon's breath, nor will a mint of appropriate color filled with insufficient crushed gems be capable of containing the breath weapon of an older dragon - thus a 1000gp candy designed for a white wyrmling would have no effect against the breath weapon of an adult white dragon requiring 3200gp of gems in the recipe. However, the reverse is not true - a 3200 gp white candy works perfectly fine against a white wyrmling. The second form of the mints are always much smaller and more polished than the first form. The final form of each is of course, the breath weapon.

#31

shintashi

Sep 11, 2015 15:51:58

Ice Box

Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (one box)
Duration: Instananeous

When you touch an open box, the inside becomes frosty, and once closed, remains ice cold until the box is opened again. Inside the box, objects suffer whatever consequences or benefits associated with being submerged in arctic conditions. Creatures or objects susceptible to cold damage may suffer accordingly if trapped inside the box.

 

Berry Blossom

Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instananeous

When you touch a tree or bush with buds, such as in early spring, the buds begin to flower almost instantly. If you touch flowers, the flowers fall away and the natural berry of the fruit ripens in its place. If unripe berries are in season, the berries or fruit swell and ripen on the spot. If the berries or fruit are overly ripe or rotton, this spell reverses the decay to the stage of ripe fruit. You can target up to 10 berries or fruit with this spell, as long as they are within 5 feet of each other. This spell has no effect on plants after harvest or during a leafless winter, and does not effect vegetables lacking flowers, nor does it function on on beans, roots, or nuts.

#32

Geoarrge

Sep 14, 2015 22:48:36

In case you need to drop a nuke on someone. 

 

Kar-Bizen’s Stoneblight
4th-level transmutation

Casting time: 1 action
Range:  400 feet
Components: V, S, M (a granite pebble)
Duration: Special

 

You cause the ground to emanate a deadly and poisonous energy.  You can choose one of three possible intensities:
Low. The affected area is a 300 foot radius circle emanating from a point within range, lasting 1 day. The exposure increment is 10 minutes.
Moderate. The affected area is a 100 foot radius circle emanating from a point within range, lasting 1 hour. The exposure increment is 1 minute.
High. The affected area is a 20 foot radius circle emanating from a point within range, lasting 1 minute. The exposure increment is 1 round.  This intensity requires concentration.

 While a creature remains in a blighted area, it  it must make a Constitution saving throw or suffer the listed damage based on the total number of increments spent within the blighted area.  If a creature leaves the blighted area before the first time increment passes, it suffers no ill effects.

Exposure Increments    Targets save with:    Damage         Poison effects*
1-5                    Advantage             1d6 necrotic   Poisoned for 1d12+12 hours
6-10                   Normal                3d8 necrotic   Poisoned until recuperated, +1 level of exhaustion
11+                    Disadvantage          5d10 necrotic  Poisoned until recuperated, +1 level of exhaustion


*Additionally, if the target fails any of these saving throws three times without taking a long rest, it gains vulnerability to necrotic damage as long as it remains poisoned. 

At higher levels. When you cast this spell using a 5th-level spell slot or higher, the spell’s effects are augmented depending on intensity. At low intensity, the exposure increment is reduced by 1 minute, and the total spell duration is extended by 1 day, for every level above 4th.  At moderate intensity, the exposure increment is reduced by 1 round, and the total duration is extended by 1 hour, for every level above 4th.  At high intensity, the total duration is extended by 1 minute for every level above 4th, and the effects of exposure begin at one increment higher for every level above 4th.

 

Kar-Bizen’s Blight Flash
8th-level evocation

Casting time: 1 action
Range: 200 feet
Components: V, S, M (A bead of green glass)
Duration: Instantaneous

You produce a flash of deadly penetrating energy at a point you choose within range. All creatures within a 30-foot radius sphere must make a Constitution saving throw. On a failed save, a target takes 8d8 radiant, 8d8 necrotic damage, is blinded, and poisoned.  On a successful save, a target takes half damage and is neither blinded nor poisoned.
A creature poisoned by this spell is vulnerable to necrotic damage for as long as it remains poisoned.

 

#33

shintashi

Sep 16, 2015 7:25:16

Geoarrge:

thank you for submitting Radiation Quasielementalist spells! There was a place called the Glowing Dunes in one of the border planes acting as the plane of radiation without saying it explicitly. A friend of mine had a wizard researching it. He had a spell called Wall of Death and during the research for one of his spells, created a catastrophic explosion wiping out a forest.

 

A long time ago i decided if Magic Missile was level 1, there should be a higher level version called Magic Intercontinental Ballistic Missile. I'm not sure what level spell that would be, so I've always been hesitant to produce it as a spell, although hackmaster hints at a variation believed to be 9th level, known as Fireball, Nuclear Winter. One of my DMs was a sub guy in the Navy who did some kind of maintenance on the trident missiles, so for us "humans can cast nuke spells" wasn't really an issue of believability, but rather a fearsome inevitability.

 

I think there's a lot of unnecessary caution in level locking D&D magic to 9th level. We need 10th+ level spell options, because the fantasy world is full of things way less scary than what we deal with in real life. Tome of Mighty Magic, Netheril, Dark Sun, just to name a few. I don't want 5th edition to have like 30 spells each of 0-8th level spells and then 400 spells of 9th level, simply because "thats the highest level magic a mortal can cast".

 

Any spell with an area effect in miles, any spell with a permanent duration, any spell with magic items as the target, any spell that can actually work against dragons or planar beings, any spell influencing time, any spell effecting a crystal sphere or a plane, any spell that deals with flying islands, good grief. There's whole block categories of spells that are going to be super high level, simply because 5e set the bar so low.

 

What level is a spell that can conjure an item worth 50,000 gp? 500,000 gp? What level is a spell that can target a Territory? A Kingdom? An Empire? What level is a spell that can summon a volcano? That can produce a tidal wave to wash away a city? That can protect said city with a dome of force?

 

Maybe D&D 5e can do something with ritual rules and exotic components to create a buffer for higher level spells without automatically having to create 10th level spells.

 

 

 

#34

Geoarrge

Sep 16, 2015 8:31:18

Just for reference, here are the rules I came up with, for radiation as a generic nonmagical hazard.
 

Radiation
A hazard that was common in the time of the Cataclysm, now rarely produced by magical experiments or found in ancient disposal sites.

 

Hazardous radiation is detectable using detect poison and disease.

 

Exposure Increment. This is what determines the intensity of the radiation, rendered as some length of time.   Every time this length of time  passes while a creature remains in an irradiated area, it must make a DC 15 Constitution saving throw  or suffer the listed damage and poison effects.  If a creature leaves the irradiated area before the first increment passes, it suffers no ill effects.

Some radiation sources are so intense that they begin on a higher time increment, typically on the 6th or 11th. These always have a time increment of one round, and are noted as Increment: 1 round/+5 or 1 round/+10

 

A creature who fails three of these saving throws without taking a long rest also gains vulnerability to necrotic damage for as long as it remains poisoned.

Time Increment     Saving Throw     Damage         Poison effects
1-5                Advantage        1d6 necrotic   Poisoned for 1d12+12 hours
6-10               Normal           3d8 necrotic   Poisoned until recuperated, +1 level of exhaustion
11+                Disadvantage     5d10 necrotic  Poisoned until recuperated, +1 level of exhaustion

(same table as Kar-Bizen's Stoneblight)